OVROverlay rendered correctly from HMD in editor - but from origin in builds
Does anyone know why sometimes, the compositor does no head-tracking or is stuck in front of your face (i.e. all layers from the compositor are rendered to the HMD from origin aka position / rotation zero, instead of from the HMD position)?
So far, this seems very random to me: It always works correctly in the editor (i.e. OVROverlay instances are in world-space, and rendered from the actual HMD pose), but earlier, I made a build, and the build had the compositor stuck. Then, I did some work on the project, eventually did another build: Now it also worked correctly in the build. And currently, again, in the builds, the headset renders from origin. This only occurs in the compositor, otherwise, the game renders just fine. Also, I never saw this in the Unity Editor - only in builds (this is obviously on Oculus Rift, via Oculus SDK).
I have now done quite a bit of experimentation trying to make this work correctly in builds again - but no matter what I do, the compositor is "stuck on the HMD" (i.e. all the OVRLayer instances are rendered with the camera at origin, instead of being rendered from the actual HMD position).
Version information: Unity v2017.4.12f1, Oculus Utilities v1.32.0, OVRPlugin v1.32.0, SDK v1.33.0. I originally reported this here, but that thread became a little big.
So far, this seems very random to me: It always works correctly in the editor (i.e. OVROverlay instances are in world-space, and rendered from the actual HMD pose), but earlier, I made a build, and the build had the compositor stuck. Then, I did some work on the project, eventually did another build: Now it also worked correctly in the build. And currently, again, in the builds, the headset renders from origin. This only occurs in the compositor, otherwise, the game renders just fine. Also, I never saw this in the Unity Editor - only in builds (this is obviously on Oculus Rift, via Oculus SDK).
I have now done quite a bit of experimentation trying to make this work correctly in builds again - but no matter what I do, the compositor is "stuck on the HMD" (i.e. all the OVRLayer instances are rendered with the camera at origin, instead of being rendered from the actual HMD position).
Version information: Unity v2017.4.12f1, Oculus Utilities v1.32.0, OVRPlugin v1.32.0, SDK v1.33.0. I originally reported this here, but that thread became a little big.
