Unity OVR Overlay incorrectly changes Y position — Oculus
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Unity OVR Overlay incorrectly changes Y position

tlambeirtlambeir Posts: 2
NerveGear
edited May 13 in Unity Development
I have a problem with using the OVR overlay on a quad. In my scene I have 2 quads with exactly the same  size and position, positioned in the world space. One of the quads has the OVR Overlay script attached to it. They're both using the Unlit/Transparent Cutout shader. When I run this in the unity editor the position of the quads is correct. But when I run it on the oculus go the quad with the ovr overlay drops down 50% on the Y axis (see image). Is this a bug or is some additional set up required?




Comments

  • yesbirdyesbird Posts: 17
    NerveGear
    edited June 15
    Hi,
    Did you find a solution ?

    I have the same experience - can not position mesh collider right way on the overlaid quad, Y-shifting occurs.

    When I render it as standard mesh - everything in place. When put object as child of CenterEyeAnchor and render as overlay - works fine too. Problem appears only in World space with overlay rendering.

    Unity 2018.4.1f1 / Oculus Integration 1.37.

    Could anyone help, please !

  • yesbirdyesbird Posts: 17
    NerveGear
    I am not sure that this is your case, but I solved the problem by replacing OVRCameraRig in PlayerController by prefab from VR/Prefabs. Original PlayerController was from \SampleFramework\Usage\Locomotion.unity.

    Reason still mystery to me.

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