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About FrancescoFontana

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  1. Update: I got a slightly better result with the beforeRenderEye callback: private void BeforeRenderEye(WaveVR_Render render, WVR_Eye eye, WaveVR_Camera wvrcamera) { var fakePlayerCamera = eye == WVR_Eye.WVR_Eye_Left ? fakePlayerCameraLeftEye : fakePlayerCameraRightEye; var playerCamera = eye == WVR_Eye.WVR_Eye_Left ? playerCameraLeftEye : playerCameraRightEye; var localToWorldMatrix = playerCamera.transform.localToWorldMatrix; fakePlayerCamera.projectionMatrix = playerCamera.projectionMatrix; localToWorldMatrix = otherPortal.transform.localToWorldMatrix * transform.worldToLocalMatrix * localToWorldMatrix; fakePlayerCamera.transform.SetPositionAndRotation(localToWorldMatrix.GetColumn(3), localToWorldMatrix.rotation); fakePlayerCamera.Render(); } But there's a slightly delay between the right and the left eye, causing an annoying asymmetric delay. Any suggestion is welcome ๐Ÿ™‚
  2. Hi, I'm trying to create a portal, and the user should see what's on the other side. To do that, I'm rendering two cameras (one for each eye) at the "destination", and the RenderTexture is projected with a simple custom shader to a surface (two actually, but it doesn't matter). My issue is that while on the simulator works (both on the editor and on direct preview), on the device the camera is rendered on a different time than the surrounding, giving the impression of a delayed render and breaking the effect of a continuous area. Right now this is the lateupdate code I'm using, anyone has clues on why this doesn't render correctly? private void LateUpdate() { var localToWorldMatrixLeftEye = playerCameraLeftEye.transform.localToWorldMatrix; var localToWorldMatrixRightEye = playerCameraRightEye.transform.localToWorldMatrix; fakePlayerCameraLeftEye.projectionMatrix = playerCameraLeftEye.projectionMatrix; fakePlayerCameraRightEye.projectionMatrix = playerCameraRightEye.projectionMatrix; localToWorldMatrixLeftEye = otherPortal.transform.localToWorldMatrix * transform.worldToLocalMatrix * localToWorldMatrixLeftEye; localToWorldMatrixRightEye = otherPortal.transform.localToWorldMatrix * transform.worldToLocalMatrix * localToWorldMatrixRightEye; fakePlayerCameraLeftEye.transform.SetPositionAndRotation(localToWorldMatrixLeftEye.GetColumn(3), localToWorldMatrixLeftEye.rotation); fakePlayerCameraRightEye.transform.SetPositionAndRotation(localToWorldMatrixRightEye.GetColumn(3), localToWorldMatrixRightEye.rotation); } I'm copying on the start method the right and left eye cameras settings, just to be sure to get the same fov, position, etc. Any idea? Thanks, Francesco
  3. Thanks, there is a model for the Focus Plus & controllers as well? @Tony PH Lin
  4. Amazing, thanks for the 3.1.1 ๐Ÿ™‚ The docs are still the one for the 3.0.2, I think the link has not been updated ๐Ÿคจ
  5. Hi everyone, I am trying to add a camera shake following this tutorial: http://www.zulubo.com/gamedev/2019/1/5/vr-screen-shake-the-art-of-not-throwing-up Sadly, while it works inside the unity editor (I'm using Unity 2018.2.21f1) it does nothing while deployed inside the Vive Focus Plus. You coul find the slightly modified script attached here, if anyone could point me in the right direction it will be amazing, and perhaps it will benefit other users as well ๐Ÿ™‚. Thank you, Francesco ScreenShakeVR.shader ScreenShakeVR.cs
  6. Hi, I'm having troubles while downloading the sdk, I get a permission denied. It's just me or the download link is broken? Thanks, Francesco
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