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Participant
September 20, 2016

OVROverlay Texture Issues on GearVR

Hi,
When I put the OVROverlay script on a quad and apply choose my texture, it displays correctly when testing with the Rift, however it displays incorrectly on GearVR. I get a repeated texture or clamping that extends beyond the bounds of the quad.
I'm using the quad as a reticle as a child of the CenterEyeAnchor offset in z-axis.

Here's a screengrab of what I'm getting in GearVR when using the gaze_cursor texture for testing.
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5 replies

Inspiring
September 20, 2016
This is a known issue with older versions of Unity. It should be fixed in 5.3.6 and 5.4.1. If you can't upgrade, please set the edge behavior in your texture's import settings to clamp instead of repeat.
wfoxallAuthor
Participant
September 20, 2016
Thanks for the reply.
Sorry, I should have said, I'm running Unity 5.4.1f1 with Unity Utilities 1.8. I updated to 5.4.1 and 1.8 this morning and made the above scene to test it. It just contains the OVRCameraRig and the quad.
wfoxallAuthor
Participant
September 20, 2016
Ah! Clamp has solved it in 5.4.1.
Inspiring
September 20, 2016
Glad you are unblocked, but we should be limiting the visible area of the quad to what you would get from Unity's Quad primitive. We'll look into that.
wfoxallAuthor
Participant
September 20, 2016
Great! I'll keep an eye out for an update and give it a whirl when it appears.
Thanks for your help.