Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

5.6.0b11: Stereo display standalone build crashes on startup

Discussion in '5.6 Beta' started by Remi_Tribia, Feb 27, 2017.

  1. Remi_Tribia

    Remi_Tribia

    Joined:
    Apr 29, 2015
    Posts:
    40
    Hello,

    I'm making a virtual tour in opengl quad buffered stereo (2 video projectors + glasses). It worked correctly with 5.4.1, just by forcing the OpenGLCore API and selecting "Stereo Display (non head-mounted)" in VR SDKs. The "head" gameobject is set up with a main camera with "target eye" set to "none (main display)" + 2 child cameras with "target eye" set to "left" and "right".

    Now I have switched to 5.6b4 (haven't tried b9 yet) and while the stereoscopy seems to work, there's an issue, the image doesn't seem to refresh and one image is drawn above the previous one and so on, like if "clear flags" was set to "don't clear", except it is set to "solid color".

    I had the issue of the right eye not displaying the current scene in stereo but I've seen this was a known issue and the workaround was to deactivate and reactivate the camera after the scene is loaded, I did it and it worked. But still have this remnant/persistant image problem, and everytime I rotate the view I'm like the winner of the solitaire...

    I don't know if it's a known issue, maybe there's a workaround for this problem too?
    Thanks in advance
     
  2. Remi_Tribia

    Remi_Tribia

    Joined:
    Apr 29, 2015
    Posts:
    40
    In fact, the issue is that one eye isn't refreshed and stays fixed while the other is moving. I didn't experienced this bug myself (the cave isn't in our office and I only heard the description from the technician testing it miles away). But it seems the workaround for the issue exposed here (https://issuetracker.unity3d.com/is...scene-only-the-right-cameras-view-is-rendered) isn't working.

    When disabling and re-enabling the camera, it just switches the updated camera, when dis/reenabling right camera, it becomes alive while the left one goes fixed, and vice versa, can't have both camera to refresh at the same time.

    Someone has a workaround for this issue? Even if it costs some fps...

    Thanks
     
  3. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,109
    Hi Remi,
    The fix for this is going to be in b11.
     
  4. Remi_Tribia

    Remi_Tribia

    Joined:
    Apr 29, 2015
    Posts:
    40
    Hi,

    I've downloaded the b11 today and tried it, it seems to resolve the previous issue (at least in split screen, can't test the real stereo atm.) But when the game build is launched it crashes if VR SDK is set to "Stereo Display (non head-mounted)" (runs ok in editor), but the build runs smoothly if set to "Split Stereo Display". I should add I have a gaming geforce and not a quadro compatible with quad-buffer stereo as our client... But it worked fine in the previous builds.
     
  5. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,109
    Could you please submit a bug report with a minimal reproduction case for this issue?
     
  6. Remi_Tribia

    Remi_Tribia

    Joined:
    Apr 29, 2015
    Posts:
    40
    Last edited: Mar 14, 2017
    LeonhardP likes this.
  7. Remi_Tribia

    Remi_Tribia

    Joined:
    Apr 29, 2015
    Posts:
    40
    Hi,

    Is there any ETA regarding the resolution of this issue?

    Thanks!
     
  8. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,109
    No, but It's probably going to be after the launch.