Dynamic Font is flickering in Gear
Hello all,
As we've been debugging and trying to solves issues together, I've encountered yet another problem with the dynamic text fields in Unity 4.6.2 (I had to roll back from Unity 5 since my builds were crashing).
So everything is working perfectly, and my UI is implemented, of course i'm using a World Space canvas to show in the VR, and i have a Text in the scene.
Problem is, the text is too jittery-y (the edges are flickering when you move your head) when it's far.
The problem is not present when you get closer to the text (or when the text is bigger).
This is probably due to Z fighting, but since the buffer is static, there are no direct fixes.
I was able to "reduce" the effect by changing the "Dynamic Pixels Per Unit" down to 0.5 in the Canvas Scaler (which clearly states that it affects dynamic text).
But that only affected the minimum distance from the text before the flickering stops since i have a moving camera rig.
Just imagine a bulletin board on the other side of the room, and the camera rig is animating towards it. That's basically my setup.
i've tried disabling all antialiasing (OVRCamera Settings, Unity Settings, and Camera Post Processing),
Tried playing with the Dynamic Pixels Per Unit and Reference Pixels Per Unit (in the Canvas Scaler).
Also tried changing the Eye Texture Format and Depth from the OVR Manager with no success.
I wish i could show you what's going on, but the results are only visible in the VR headset (nothing in the editor).
Would appreciate any thoughts.
Best
As we've been debugging and trying to solves issues together, I've encountered yet another problem with the dynamic text fields in Unity 4.6.2 (I had to roll back from Unity 5 since my builds were crashing).
So everything is working perfectly, and my UI is implemented, of course i'm using a World Space canvas to show in the VR, and i have a Text in the scene.
Problem is, the text is too jittery-y (the edges are flickering when you move your head) when it's far.
The problem is not present when you get closer to the text (or when the text is bigger).
This is probably due to Z fighting, but since the buffer is static, there are no direct fixes.
I was able to "reduce" the effect by changing the "Dynamic Pixels Per Unit" down to 0.5 in the Canvas Scaler (which clearly states that it affects dynamic text).
But that only affected the minimum distance from the text before the flickering stops since i have a moving camera rig.
Just imagine a bulletin board on the other side of the room, and the camera rig is animating towards it. That's basically my setup.
i've tried disabling all antialiasing (OVRCamera Settings, Unity Settings, and Camera Post Processing),
Tried playing with the Dynamic Pixels Per Unit and Reference Pixels Per Unit (in the Canvas Scaler).
Also tried changing the Eye Texture Format and Depth from the OVR Manager with no success.
I wish i could show you what's going on, but the results are only visible in the VR headset (nothing in the editor).
Would appreciate any thoughts.
Best
