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Up and Coming
July 17, 2015

Scaling UP OVR \ FPS camera loses shadows

Hi,
I think its a unity thing but i still cant figure it out.

in my game Car Car Crash first iteration, I have the player 1:1 size, the cars and objects were miniaturized. This has some real problems on the physics side, triggering on very small colliders and other issues.

So now I am trying the opposite. I want to keep the world 1:1 size but increase the player to 20x scale. I guess this is like lukcys tale, but Iv not seen that game.
anyway, when I scale the OVR player from the utilities, or even the unity built in FPS player I lose shadows casting from the cars onto the road if I scale the player over 1.05. I have the same problem if the OVR \ FPS player is a child of an empty object and I scale the parent object.

Oh, and if I turn off VR support, the shadows come back.

New project, started from scratch.
Unity 5.1.1.p3
Oculus runtime: 0.6.0.1

Any thoughts?
Am I doing it wrong? Is there a better way to get that effect without scaling the player?
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    4 replies

    Inspiring
    July 17, 2015
    This has been fixed starting with Unity 5.1.1p4.
    Up and Coming
    July 17, 2015
    "mrgreen72" wrote:
    This has been fixed starting with Unity 5.1.1p4.


    Figures,
    that was my NEXT thing to try!

    Thanks for the confirmation! Ill try the upgrade tonight.
    Up and Coming
    July 18, 2015
    That was it! glad to have my shadows back.

    next hurttle.. my gamepad joystick inputs need to scale too.. i guess..
    Up and Coming
    July 22, 2015
    Yes! I'll confirm that 5.1.2.f1 allows scaling (up or down) of the camera without breaking the shadows.
    Please check out the Millennium Falcon Experience , The Battle Of Endor , and TRON: Light Cycles @DarthDisembowel