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Participant
May 14, 2018

[Oculus Go] OVROverlay with cubemap - HOWTO ?

I'm new to Unity and Oculus development and can't get OVROverlay to work, at all.
I'm developping for Oculus Go, everything is set up correctly, I guess (even if the documentation is really lacking IMHO), I can build and send my app to the Go and see whatever I put there (a cube, for instance !).
My goal for now is simple : render a high quality stereoscopic cubemap using overlay, as this seems to be the best option quality-wise.

Of course, I've carefuly read the official documentation : https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/ and tried to research all I could, but can't get it to display anything. BTW, why the doc is mentionning the OVRRTOverlayConnector script, which is nowhere to be found ?
I'm using latest everything (Unity 2018.1.0f2 and Oculus Utilities 1.25.2).

For now in my scene there is an OVRCameraRig, a gameobject (empty) with OVROverlay script as a component (I've also tried adding OVR Manager as seen in the screenshot in official docs, and Mesh filter quad, but I don't understand what it does) and a simple cube. I've also tried to clear the skybox, with no effect apart from removing the sky... As you can see, I'm really lost, and even with a solid experience with internet research, there is quite nothing clear about all of this :)

Could somebody point me in the right direction for using OVROverlay to display a cubemap ?

Thank you very much !


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12 replies

New Participant
August 17, 2019
I am using "standart" Unity (2018.3.12f1) skybox with over/under stereoscopic texture 4096x4096 from V-Ray and I think quality is very very good.






New Participant
August 24, 2019
I have managed to assemble some things and get the OverrideOverlayTextureInfo() function to work ! I had to also check "Is Dynamic".
However, the switch is not synchronized kodi between the eyes and it's obviously a bit rough.
I don't know if the second argument of the function (IntPtr nativePtr) refers to the NativeTexturePtr of the original texture, or the new texture ? It seems to work with the NativeTexturePtr of the new texture, but isn't it the reason of the switch slowness ?
I'm using the function two times, for each eye, is there a way to switch textures in sync ? Right eye always blinks when the switch occurs (and on first load also - however with "Is Dynamic" switched off, the loading is smooth but the whole swap does not work at all).