[GearVR] Can't set OVRPlugin.eyeHeight an OVRPlugin.eyeDepth to 0 to eliminate head parallax
Unity 2017.1.1f1
Oculus Plugin 1.18.1
Oculus Utilities 1.18.1
In a previous version of Oculus, I was able to set OVRPlugin.eyeDepth and OVRPlugin.eyeHeight to zero to essentially turn off all parallax caused by head movement. I know that, naturally, humans see parallax when they turn their head, however, we have certain moments in the game that rely on a stereo illusion which is broken when the eyes orbit around the neck.
Setting these OVRPlugin values now does nothing. I've included a project which, when built to a GearVR device, demonstrates the issue. Simply tap the touchpad to toggle between "normal" eyeDepth and eyeHeight, and zero eyeDepth and eyeHeight. When the sky is black, it means that you have it set to the "normal" values. When the sky is blue, the values have been set to zero. When you turn your head back and forth, though, there is the same amount of parallax in each "mode" of the project.
Oculus Plugin 1.18.1
Oculus Utilities 1.18.1
In a previous version of Oculus, I was able to set OVRPlugin.eyeDepth and OVRPlugin.eyeHeight to zero to essentially turn off all parallax caused by head movement. I know that, naturally, humans see parallax when they turn their head, however, we have certain moments in the game that rely on a stereo illusion which is broken when the eyes orbit around the neck.
Setting these OVRPlugin values now does nothing. I've included a project which, when built to a GearVR device, demonstrates the issue. Simply tap the touchpad to toggle between "normal" eyeDepth and eyeHeight, and zero eyeDepth and eyeHeight. When the sky is black, it means that you have it set to the "normal" values. When the sky is blue, the values have been set to zero. When you turn your head back and forth, though, there is the same amount of parallax in each "mode" of the project.
