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Up and Coming
May 3, 2013

How to apply the Rift specific skybox?

Hi,

I've made the unity car-tutorial rift-ready (see here).

I want to switch to using the special Rift skybox but don't know how to go about it.

Could someone provide the steps to take the skybox from the rift-unity integration packages and apply them to another scene/project?

Thanks, Adam
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    76 replies

    Up and Coming
    January 16, 2014
    Why don't you just use the actual skybox from the tuscany demo instead of the individual textures? I mean, the skybox in the tuscany demo works on oculus.
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    Inspiring
    January 16, 2014
    "bdeschryver" wrote:
    Did some of you try with the jpeg images from the Tuscany demo and got the edges of the cube visible ? They appear quite light gray, but still it breaks the continuity of the skybox...
    Any idea what is wrong or needs to be corrected ?

    thanks


    Unless there is something wrong with the textures themselves or the uv mapping of your skybox, you can usually fix seams like this by fiddling with the texture's import options. Try making them clamped so that filtering isn't wrapping around and grabbing pixels from the other side of the image. You can also play with the aniso level.
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    Up and Coming
    January 16, 2014
    I did look at the texture import settings and changed their type from 'texture' to 'GUI' (as done in the Tuscany demo).
    This works fine now !

    Thank you Drash !

    Not sure what it is all about... maybe you can drop a few lines on this topic if you have some time to waste ? ;-)
    Up and Coming
    January 22, 2014
    Why isn't this considered a fundamental part of the Unity Integration? Is it a concern to OVR that the Rift disallows the use of a major Unity function?

    The current hack around is nice for some cases but can't properly do what a builtin skybox can do and has side effects of its own.. I'm curious what the actual issue is behind this - must be something significant to not be in the SDK for this long. Testing with a broken skybox is.. terrible.
    Brevis / DevBlog Twitter
    Up and Coming
    January 22, 2014
    "Lane" wrote:
    How do you get the distortion to affect the Unity Skybox? Why isn't this considered a fundamental part of the Unity Integration? Its not a concern that the Rift disallows the use of a major Unity function?


    Apparently nobody thinks it's important enough... like a few other things that aren't working as they should ;) I don't want to sound angered or anything but I don't understand it either. Considering there are more Unity devs using the OR than Unreal engine users etc you would think that the integration/prefabs and SDK would be updated more frequently. I am not impressed.
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    Up and Coming
    January 22, 2014
    I supposed my OP was kind of harsh, but it is just frustrating when something so fundamental doesn't work, then the provided options don't cut it, then hacking it up more doesn't work so I wasted my time trying to make something work that should work by default.

    Is there a list of outstanding issues for the SDK or any indication of what to expect in the next (hopefully soon) SDK update?
    Brevis / DevBlog Twitter
    Inspiring
    January 22, 2014
    The Unity Skybox feature is basically just a dumb clearing of the screen for a camera. Instead of clearing it with a solid color, it just paints the background from a cubemap. As is, Unity isn't going to know anything about the parameters necessarily for figuring out how the skybox imagery should be drawn differently for each camera. If Unity's skybox feature had some additional scriptability then maybe the Oculus Unity integration could set up it accordingly.
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    Up and Coming
    January 22, 2014
    "drash" wrote:
    The Unity Skybox feature is basically just a dumb clearing of the screen for a camera. Instead of clearing it with a solid color, it just paints the background from a cubemap. As is, Unity isn't going to know anything about the parameters necessarily for figuring out how the skybox imagery should be drawn differently for each camera. If Unity's skybox feature had some additional scriptability then maybe the Oculus Unity integration could set up it accordingly.


    So this seems to imply that we won't get a fix.
    Brevis / DevBlog Twitter
    Inspiring
    January 22, 2014
    The problem is with how Unity renders the skybox, not really because of the Oculus integration. As drash says, it basically just paints a background cubemap behind the camera. The critical issue is that it does not take a custom projection matrix into account when it does this drawing. So there is not really an easy way to fix this without modifying the Unity engine itself.
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    February 8, 2014
    The script worked perfectly for me. I had to unbind the skybox from the camera, but once I did that the sky shows up and I'm not going cross eyed :)