Ive just started developing for the windows mixed reality headset in unity and it seems to be going well; until i build the program.
The point of my game is simple, one player navigates through a maze in VR and another watches the monitor and guides them through.
In the unity editor under the "game" tab, the cameras work as expected. I used RenderTextures to display two cameras (one of the VR view and one an overview of the entire maze) onto a canvas, which was the game view.
However, when i build my game the only thing that appears on the monitor is the VR's perspective.
I have set the target eye for the vr camera to "both" and the main camera to "None (main display) as others have suggested, but no luck.
Is this a small error ive overlooked or is there a larger problem?
Alex.
Related
I am trying to build a VR applications with portals into other worlds. These portals do however not have to be flat, they can be bent. Here https://www.youtube.com/watch?v=EpoKwEMtEWc is video from an early version.
Right now, the portals are 2D planes with camera textures which stretch and move according to the users position. For VR use, and to ease performance issues, I would like to define which area of the screen gets rendered by which camera. Sort of like a viewport in regular Unity, but not rectangular, and for VR with Windows Mixed Reality.
Is this somehow possible? Possibly even without Unity Pro?
I have a Windows application that uses directX and open a Windows.Form to shows vrml objects in 3D space.
I want to open a second screen that will show
the exact same scene but from different angle.
(Like Rear-view mirror in car racing games)
I've looked into MDI but I just can't get my head around it.
Any instruction will be appreciated.
Thanks!
I have a 3d world the player can interact, I'm wanting the player to pick up a gameboy and play a game on the gameboy.
I'm wondering how I can render another 'game' on the gameboy the player can play with while still being in the world, meaning it's a game in a game. I tried doing this with Cameras, but I'm stuck as I don't seem to understand the core concept behind rendering a game there. I know I could render a canvas using UGUI but I don't think I can make a physics based game on UGUI?
Would love some help!
You'll probably need a Render Texture. And the game scene of the gameboy should be the same scene as your main game, it just has to show another location in the world.
Try to implement it, and come back if you can't figure out how to implement something.
I have a third party package that is for mobile VR. it consist of two cameras that giving me the feel of VR Look. I have designe a user interface which i want to show from my both VR cameras but the problem both camera showing single UI. My UI not duplicating for each camera instead its only showing single UI as image depicted. How can i duplicate My UI so that it show from both VR cams
I am able to get my answer from here, slightly outdated but valid post for unity 5.2 also:
Create two different canvases in your scene.
Select the Render Mode for each canvas as Screen Space - Camera.
Then assign the camera for each of those canvases as required.
Then that particular canvas will be drawn using the camera assigned
to it.
It will render UI for both cams like in my mobile VR project.
I am Using Unity 5.4.0f3 Personal(32bit), I developed demonstration application to display camera picture and three-dimensional AR which I acquired in Ovrvision Pro on Oculus Rift.
So I place prefabs, OVRCameraRig (view point camera) and OvrvisionSDK (Ovrvision imaging) from package ovrvision_unity5_includeOVR.unitypackage, and locate moving 3D objects. I intend an application that the 3D objects are moving in front of the video captured at Ovrvision.
Placing image
However, Ovrvision seems not to be recognized. The inspector of OvrvisionSDK says "Ovrvision status closed". And pressing [Play] button, "Ovrvision Open Error" occurs.
Ovrvision Open Error on Play
And when I connect Oculus Rift into the PC, the Unity editor crashes.
The version of Unity editor is 5.4.0f3, and the firmware version of Ovrvision Pro is 1.1, the latest.
I started developing with Unity only one and half month ago, and I may misunderstand the role of various packages and prefabs of Unity.
Best regards,
ichihara456
I am not sure if this is the solution to your problem, but I had similar issues with ovrvision (not using Unity, though). Turns out that in my case one USB port I was using was not a USB3 port (needs to be blue).
Might be worth a try...
Good luck!