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Up and Coming
August 27, 2015

VR showDeviceView sometimes not displaying in full screen

I made a build of my app using Unity 5.1 and the native VR integration to use with DK2. When I run it on my computer with runtime 0.6.0.1 and my Rift in Direct mode, I see the app mirrored to my primary monitor in a non-stereoscopic view with VRSettings.showDeviceView (awesome function, BTW).

However, I sent my build to some other people and a few of them report that the mirrored image on their primary monitor is windowed and very small (somewhere in the ballpark of 400 pixels wide) instead of fullscreen. I can't find any resolution/fullscreen settings in VRSettings or the rest of the VR namespace; how can I make sure this mirrored display is always in fullscreen and at the native resolution of the primary monitor?
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    2 replies

    Inspiring
    August 27, 2015
    The mirror window's resolution is controlled just like any other app's. If you build your app with the resolution dialog enabled, you can choose whatever resolution or full-screen state you want. If you upgraded from an earlier version of our Unity integration, your project may be set to hide the resolution selector by default. You can make it appear by pressing ALT immediately after launching. After you configure the settings, they should stick on subsequent runs.
    JyakkuAuthor
    Up and Coming
    August 28, 2015
    Great, I didn't realize the mirrored window's resolution was controlled by the Unity player settings regardless of Direct To Rift window. Thanks!