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Issue Report regarding package (Vive-SRWorks-0.7.0.0-Unity-Experience) scene - Sample7_PortalDrawer


GasparF

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On scene Sample7_PortalDrawer from the Vive-SRWorks-0.7.0.0-Unity-Experience.    the effect of the portal rendering the real world once oyu ingress into the VR world is missing.  Thateffect is pressent on the included build in SR Works, but not the demo scene.

HTC and SRWorks staff have already shared a fix (will probably become official on the next version).  Instructions follows.

Make sure you have layers 30,31 be DualCamera Left and Right

 

delete SR and SR experience and re-import them

 

making following change (look at included pic).

 

Hope this helps :)





 

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Just to clarify, the portal demo is working as shown in the video but does not have dynamic mesh enabled.  For the video (and for best collision results) it scanned a static mesh first.

 

So the additional lines of code  (also see the dynamic mesh demo scene) are to enable dynamic mesh collisions but for best results either scan or load a static mesh initially to get the results you see in the video.

 

We will be continually improving both so please let us know if there's any additional questions.

 

You could also use the play space boundaries if you wish (e.g. for the floor) to place another collider as a default surface for collitions and then additionally add either dynamic or static meshes (or both if you wish).

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UPDATED:    Issues when building Sample7_PortalDrawer Unity scene

 

First,  to clarify, the portal demo shown in the video does not have dynamic mesh enabled. For best collision results a static mesh of the room was scanned and saved first. The additional lines of code attached in the previous post (also refer to the Sample3_DynamicMesh scene) are to enable dynamic mesh collisions but for best results either scan or load a static mesh initially to get the results you see in the video.

 

We will be continually improving both dynamic and static meshes so please let us know if there's any additional questions. You could also use the play space boundaries (e.g. for the floor) to place another collider as a default surface for collisions and then additionally add either dynamic or static meshes (or both if you wish).

 

Note:  If you're not seeing the pass through view when looking back into the portal after walking through it, you may need to check that layers 30 and 31 are DualCamera (Left) and DualCamera (Right)  respectively and you will need to re-import the ViveSR asset package completely (delete the folder ViveSR from your Assets first while not in Unity). If you then get a black screen or dll errors, simply save the scene and restart Unity.

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