OVR Overlay Via Render Texture Placement Issues
Unity Version 2019.1.7f1
Hello,
I've been looking into getting a better looking UI as an interface, currently using a World space canvas and UGUI Images, but it appears to have a decent amount of aliasing and text on panels is blurry.
Recently I've discovered the OVROverlay which is rendered by the compositor, and after doing an initial test, the quality difference is HUGE. I don't want to go back to world space canvas / application rendering.
Although my UI panels have interactive elements to them. IE. if you hover over a button it highlights, you can click buttons to fade things in and out, etc. So I need to use the "Dynamic Texture", which entails setting up a separate camera that renders to a rendertexture, which is then fed to the OVROverlay component. I've done that and pointed a separate camera at my UI but the colliders aren't matching up completely..
My question- Is there any easier way to line this up with accuracy? Rather than making a new APK build everytime (Developing for Oculus GO)? Is it down to the different camera settings? Any advice here would be appreciated. I tried using the OVROverlay sample scene as a reference but it wasn't super helpful for my use case.
Thank you!
Hello,
I've been looking into getting a better looking UI as an interface, currently using a World space canvas and UGUI Images, but it appears to have a decent amount of aliasing and text on panels is blurry.
Recently I've discovered the OVROverlay which is rendered by the compositor, and after doing an initial test, the quality difference is HUGE. I don't want to go back to world space canvas / application rendering.
Although my UI panels have interactive elements to them. IE. if you hover over a button it highlights, you can click buttons to fade things in and out, etc. So I need to use the "Dynamic Texture", which entails setting up a separate camera that renders to a rendertexture, which is then fed to the OVROverlay component. I've done that and pointed a separate camera at my UI but the colliders aren't matching up completely..
My question- Is there any easier way to line this up with accuracy? Rather than making a new APK build everytime (Developing for Oculus GO)? Is it down to the different camera settings? Any advice here would be appreciated. I tried using the OVROverlay sample scene as a reference but it wasn't super helpful for my use case.
Thank you!
