07-28-2016 11:07 PM
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts.
Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers.
I tried moving things around in case, for some reason, I was getting z fighting on the canvas but it seems it is not.
I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference. Also seems like I need to create a new quality preset and set it as the default for Android for the antialiasing to even take effect when running on the GearVR.
I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps.
I tried making the canvas and text huge and then scaling the canvas down to 0.05.
finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%.
But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.
Solved! Go to Solution.
07-29-2016 11:52 AM
07-29-2016 12:43 AM
07-29-2016 06:47 AM
07-29-2016 11:52 AM