01-07-2016 02:37 PM
01-11-2016 07:04 AM
01-11-2016 02:23 PM
01-11-2016 05:38 PM
01-29-2016 02:26 AM
01-29-2016 08:10 AM
"peteclark82" wrote:
I have managed to achieve this, but also had to turn off mirroring via code to get my secondary camera to display on the screen. Changing depth had no effect, as the HMD camera would always appear on top.
I am now however having an issue where the rendered scene of my secondary camera (being displayed on screen) is stretched horizontally, nothing I do seems to alter this.
Has anyone else experienced this, or knows how to resolve please?
You can reproduce this, by creating a simple scene, introducing a second camera, configuring as per the instructions in this post and turning on VR support in the player settings.
02-01-2016 02:38 AM
"ChaosEmperor" wrote:"peteclark82" wrote:
I have managed to achieve this, but also had to turn off mirroring via code to get my secondary camera to display on the screen. Changing depth had no effect, as the HMD camera would always appear on top.
I am now however having an issue where the rendered scene of my secondary camera (being displayed on screen) is stretched horizontally, nothing I do seems to alter this.
Has anyone else experienced this, or knows how to resolve please?
You can reproduce this, by creating a simple scene, introducing a second camera, configuring as per the instructions in this post and turning on VR support in the player settings.
I had this issue and actually posted about it here, it turned about to be a bug from Unity and it not preserving the correct aspect ratio. Updating to the latest version (Unity 5.3.2p1) fixes it. 😄
02-01-2016 06:08 AM
"ChaosEmperor" wrote:"peteclark82" wrote:
I have managed to achieve this, but also had to turn off mirroring via code to get my secondary camera to display on the screen. Changing depth had no effect, as the HMD camera would always appear on top.
I am now however having an issue where the rendered scene of my secondary camera (being displayed on screen) is stretched horizontally, nothing I do seems to alter this.
Has anyone else experienced this, or knows how to resolve please?
You can reproduce this, by creating a simple scene, introducing a second camera, configuring as per the instructions in this post and turning on VR support in the player settings.
I had this issue and actually posted about it here, it turned about to be a bug from Unity and it not preserving the correct aspect ratio. Updating to the latest version (Unity 5.3.2p1) fixes it. 😄
02-01-2016 11:15 AM
"peteclark82" wrote:"ChaosEmperor" wrote:"peteclark82" wrote:
I have managed to achieve this, but also had to turn off mirroring via code to get my secondary camera to display on the screen. Changing depth had no effect, as the HMD camera would always appear on top.
I am now however having an issue where the rendered scene of my secondary camera (being displayed on screen) is stretched horizontally, nothing I do seems to alter this.
Has anyone else experienced this, or knows how to resolve please?
You can reproduce this, by creating a simple scene, introducing a second camera, configuring as per the instructions in this post and turning on VR support in the player settings.
I had this issue and actually posted about it here, it turned about to be a bug from Unity and it not preserving the correct aspect ratio. Updating to the latest version (Unity 5.3.2p1) fixes it. 😄
I've just checked, and I have the latest version 5.3.2p1 (5.3.2f1 as the shortcut says), but I still get a stretched view like the following onscreen. Did you have to do anything else to get this working?
http://imgur.com/cZPmM1G
IEnumerator Start ()
{
yield return new WaitForEndOfFrame ();
UnityEngine.VR.VRSettings.showDeviceView = false;
}
02-01-2016 02:20 PM