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[Custom Build] 2017.2 RC MRTP (Windows Mixed Reality Technical Preview)

Discussion in 'AR/VR (XR) Discussion' started by ScottF, Oct 1, 2017.

  1. peerssa

    peerssa

    Joined:
    Aug 13, 2015
    Posts:
    5
    Does anybody else have any issues with Recenter since updating to MRTP4?

    It used to work on MRTP3 (Acer headset) but not since.

    Also, seems to be crashing if you take off headset mid-game, then put it back on, you'll see a flash of the game, then just all black screen. Only fix seems to be to restart game.
     
  2. tolosaoldfan

    tolosaoldfan

    Joined:
    Sep 14, 2012
    Posts:
    58
    The latest 2017.x mrp4 has solved the controller detection (at least).
     
  3. unity_andrewc

    unity_andrewc

    Unity Technologies

    Joined:
    Dec 14, 2015
    Posts:
    146
    As stated in the docs (https://docs.unity3d.com/2017.2/Documentation/ScriptReference/XR.InputTracking.Recenter.html), Recenter won't do anything unless you're in stationary tracking. Are you sure you're in stationary mode? In Unity, WindowsMR will default to room-scale - unless it doesn't have tracking at start-up, in which case it will fall back to stationary. It may be that the times you saw it working, you just happened to not have tracking at start-up, so you were unintentionally in stationary.

    To change to stationary tracking, see https://docs.unity3d.com/2017.2/Documentation/ScriptReference/XR.XRDevice.SetTrackingSpaceType.html
     
  4. Barkers-Crest

    Barkers-Crest

    Joined:
    Jun 19, 2013
    Posts:
    152
    We are having really bad performance in UWP after updating to MRTP4. As in 1 frame a second performance whether in Mixed Reality or not.

    Switching over to patch 2 to see if that fixes things. First test with UWP enabled but Mixed Reality not installed results in a crash when the game starts up in Visual Studio. Then tested on the PC that has mixed reality installed resulted in Input.GetMouseDown not working.

    Due to all the Unity bugs, building UWP with Xbox Live integration is borderline infeasible at this point.
     
    capitalJmedia likes this.
  5. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    367
    2017.2p2 has a lot of WMR issues:
    - controllers often don't show up when running from editor, you have to go back to cliff house and then select the unity window again to get them. this has been a problem since October 2017.
    - eye separation seems to be incorrect randomly when starting in unity, (double vision on nearby objects)
    - velocity reading from the wmr controllers is based on the player rig starting at 0,0,0 rotation, if you start the player at any other rotation then the velocity is incorrect and you'll end up throwing backwards (if you have your player's y rotation set to 180 for example).

    And, yes I've already spent hours sending bug reports and repro projects with the Microsoft staff in October.
     
    Barkers-Crest likes this.
  6. peerssa

    peerssa

    Joined:
    Aug 13, 2015
    Posts:
    5
    Brilliant, that did it, cheers!
     
  7. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,607
    Any update about 2017.3? Are the critical MRTP fixes included in that build?
    I see there is a new MRTP 5 build, but I was under the impression all this work should have been merged with the base build by now.

    Also seeing numerous reports (including those above) about general UWP performance issues.

    Is there any roadmap to getting back to an official release be it the 2017.3 or .2 builds? @unity_andrewc / @ScottF
     
    plmx, Z-Jay, puzzlekings and 4 others like this.
  8. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    85
    Hello guys,

    Any news on this? Just updated to 2017.3RC1, the tracking issue is still here for me.
     
    Last edited: Dec 3, 2017
  9. StephenHodgson-Valorem

    StephenHodgson-Valorem

    Joined:
    Mar 8, 2017
    Posts:
    127
    Okay, so now the latest Release patch is on 4, will we get an update to the MRTP soon?
     
    JasonsFreeTime likes this.
  10. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    85
    The latest update has bugs like
    - No controllers displayed the first time, you've to go back to the MR portal and launch the Unity hologram.
    - You can't get back tracking if you loose it
    - Loosing tracking will freeze Unity and the MR portale. The only solution is to close the MR portal, and start it again.

    A fixed version could be fine, I've an important update to submit, I'm also working on another project that requires that all those bugs are fixed.

    I really hope we can fixe that soon, with a MRTP version or anything else. To help you, I've submitted all my issues to the bug tracker, please see #975669 and #975668
     
    Last edited: Dec 5, 2017
  11. hellobard

    hellobard

    Joined:
    Sep 26, 2012
    Posts:
    111
    I'm having some issues with building with MRTP5, I get two errors I have trouble debugging.
    Has anyone encountered these before?

    Code (CSharp):
    1. UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
    2.   at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x00207] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172
    3.   at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00050] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:83
    4. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    5.  
    6.  
    7.  
    8.  
    9.  
    10.  
    11. Build completed with a result of 'Failed'
    12. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    13.  
    14.  
    15.  
    16.  
    17. UnityException: Failed to run reference rewriter with command --target="Temp\StagingArea\Data\Managed\svr-encoder.dll" --additionalreferences="Temp\StagingArea\Data\Managed" --platform="C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0\Facade\Windows.winmd" --dbg=pdb --framework="Temp\StagingArea\Data\Managed" --alt=Microsoft.Win32.SafeHandles,mscorlib;System,mscorlib;System,System;System,System.ComponentModel.Composition;System,System.Core;System.CodeDom.Compiler,System;System.Collections,mscorlib;System.Collections.Concurrent,mscorlib;System.Collections.Concurrent,System;System.Collections.Generic,mscorlib;System.Collections.Generic,System;System.Collections.Generic,System.Core;System.Collections.ObjectModel,mscorlib;System.Collections.ObjectModel,System;System.Collections.Specialized,System;System.ComponentModel,System;System.ComponentModel.DataAnnotations,System.ComponentModel.DataAnnotations;System.ComponentModel.DataAnnotations.Schema,System.ComponentModel.DataAnnotations;System.Data,System.Data;System.Data.Common,System.Data;System.Diagnostics,mscorlib;System.Diagnostics,System;System.Diagnostics.CodeAnalysis,mscorlib;System.Diagnostics.Contracts,mscorlib;System.Diagnostics.Tracing,mscorlib;System.Dynamic,System.Core;System.Globalization,mscorlib;System.IO,mscorlib;System.IO,System;System.IO,System.Core;System.IO.Compression,System;System.IO.Compression,System.IO.Compression.FileSystem;System.IO.IsolatedStorage,mscorlib;System.Linq,System.Core;System.Linq.Expressions,System.Core;System.Net,System;System.Net.NetworkInformation,System;System.Net.Security,System;System.Net.Sockets,System;System.Numerics,System.Numerics;System.Reflection,mscorlib;System.Reflection.Emit,mscorlib;System.Resources,mscorlib;System.Runtime,mscorlib;System.Runtime.CompilerServices,mscorlib;System.Runtime.CompilerServices,System.Core;System.Runtime.ExceptionServices,mscorlib;System.Runtime.InteropServices,mscorlib;System.Runtime.InteropServices,System;System.Runtime.InteropServices,System.Core;System.Runtime.InteropServices.ComTypes,mscorlib;System.Runtime.InteropServices.ComTypes,System;System.Runtime.InteropServices.WindowsRuntime,mscorlib;System.Runtime.Serialization,mscorlib;System.Runtime.Serialization,System.Runtime.Serialization;System.Runtime.Serialization.Json,System.Runtime.Serialization;System.Runtime.Versioning,mscorlib;System.Runtime.Versioning,System;System.Security,mscorlib;System.Security.Authentication,System;System.Security.Authentication.ExtendedProtection,System;System.Security.Claims,mscorlib;System.Security.Principal,mscorlib;System.ServiceModel,System.ServiceModel;System.ServiceModel.Channels,System.ServiceModel;System.ServiceModel.Description,System.ServiceModel;System.ServiceModel.Dispatcher,System.ServiceModel;System.ServiceModel.Security,System.ServiceModel;System.ServiceModel.Security.Tokens,System.ServiceModel;System.Text,mscorlib;System.Text.RegularExpressions,System;System.Threading,mscorlib;System.Threading,System;System.Threading,System.Core;System.Threading.Tasks,mscorlib;System.Threading.Tasks,System.Core;System.Windows.Input,System;System.Xml,System.Runtime.Serialization;System.Xml,System.Xml;System.Xml.Linq,System.Xml.Linq;System.Xml.Schema,System.Xml;System.Xml.Serialization,System.Xml;<winmd>,Windows.winmd;<winmd>,Windows.ApplicationModel.Calls.CallsVoipContract.winmd;<winmd>,Windows.ApplicationModel.SocialInfo.SocialInfoContract.winmd;<winmd>,Windows.ApplicationModel.StartupTaskContract.winmd;<winmd>,Windows.Devices.Custom.CustomDeviceContract.winmd;<winmd>,Windows.Devices.DevicesLowLevelContract.winmd;<winmd>,Windows.Devices.Printers.PrintersContract.winmd;<winmd>,Windows.Devices.SmartCards.SmartCardBackgroundTriggerContract.winmd;<winmd>,Windows.Devices.SmartCards.SmartCardEmulatorContract.winmd;<winmd>,Windows.Foundation.FoundationContract.winmd;<winmd>,Windows.Foundation.UniversalApiContract.winmd;<winmd>,Windows.Gaming.XboxLive.StorageApiContract.winmd;<winmd>,Windows.Graphics.Printing3D.Printing3DContract.winmd;<winmd>,Windows.Networking.Connectivity.WwanContract.winmd;<winmd>,Windows.Services.Store.StoreContract.winmd;<winmd>,Windows.Services.TargetedContent.TargetedContentContract.winmd;<winmd>,Windows.System.Profile.ProfileHardwareTokenContract.winmd;<winmd>,Windows.System.Profile.ProfileSharedModeContract.winmd;<winmd>,Windows.UI.ViewManagement.ViewManagementViewScalingContract.winmd;<winmd>,Windows.ApplicationModel.Activation.ActivatedEventsContract.winmd;<winmd>,Windows.ApplicationModel.Activation.ActivationCameraSettingsContract.winmd;<winmd>,Windows.ApplicationModel.Activation.ContactActivatedEventsContract.winmd;<winmd>,Windows.ApplicationModel.Activation.WebUISearchActivatedEventsContract.winmd;<winmd>,Windows.ApplicationModel.Background.BackgroundAlarmApplicationContract.winmd;<winmd>,Windows.ApplicationModel.Calls.Background.CallsBackgroundContract.winmd;<winmd>,Windows.ApplicationModel.Calls.LockScreenCallContract.winmd;<winmd>,Windows.ApplicationModel.FullTrustAppContract.winmd;<winmd>,Windows.ApplicationModel.Preview.InkWorkspace.PreviewInkWorkspaceContract.winmd;<winmd>,Windows.ApplicationModel.Preview.Notes.PreviewNotesContract.winmd;<winmd>,Windows.ApplicationModel.Resources.Management.ResourceIndexerContract.winmd;<winmd>,Windows.ApplicationModel.Search.Core.SearchCoreContract.winmd;<winmd>,Windows.ApplicationModel.Search.SearchContract.winmd;<winmd>,Windows.ApplicationModel.Wallet.WalletContract.winmd;<winmd>,Windows.Devices.Portable.PortableDeviceContract.winmd;<winmd>,Windows.Devices.Printers.Extensions.ExtensionsContract.winmd;<winmd>,Windows.Devices.Scanners.ScannerDeviceContract.winmd;<winmd>,Windows.Devices.Sms.LegacySmsApiContract.winmd;<winmd>,Windows.Gaming.Input.GamingInputPreviewContract.winmd;<winmd>,Windows.Gaming.Preview.GamesEnumerationContract.winmd;<winmd>,Windows.Gaming.UI.GameChatOverlayContract.winmd;<winmd>,Windows.Gaming.UI.GamingUIProviderContract.winmd;<winmd>,Windows.Globalization.GlobalizationJapanesePhoneticAnalyzerContract.winmd;<winmd>,Windows.Management.Deployment.Preview.DeploymentPreviewContract.winmd;<winmd>,Windows.Management.Workplace.WorkplaceSettingsContract.winmd;<winmd>,Windows.Media.AppBroadcasting.AppBroadcastingContract.winmd;<winmd>,Windows.Media.AppRecording.AppRecordingContract.winmd;<winmd>,Windows.Media.Capture.AppBroadcastContract.winmd;<winmd>,Windows.Media.Capture.AppCaptureContract.winmd;<winmd>,Windows.Media.Capture.AppCaptureMetadataContract.winmd;<winmd>,Windows.Media.Capture.CameraCaptureUIContract.winmd;<winmd>,Windows.Media.Capture.GameBarContract.winmd;<winmd>,Windows.Media.Devices.CallControlContract.winmd;<winmd>,Windows.Media.MediaControlContract.winmd;<winmd>,Windows.Media.Playlists.PlaylistsContract.winmd;<winmd>,Windows.Media.Protection.ProtectionRenewalContract.winmd;<winmd>,Windows.Networking.NetworkOperators.LegacyNetworkOperatorsContract.winmd;<winmd>,Windows.Networking.Sockets.ControlChannelTriggerContract.winmd;<winmd>,Windows.Networking.XboxLive.XboxLiveSecureSocketsContract.winmd;<winmd>,Windows.Perception.Automation.Core.PerceptionAutomationCoreContract.winmd;<winmd>,Windows.Security.EnterpriseData.EnterpriseDataContract.winmd;<winmd>,Windows.Security.ExchangeActiveSyncProvisioning.EasContract.winmd;<winmd>,Windows.Services.Maps.GuidanceContract.winmd;<winmd>,Windows.Services.Maps.LocalSearchContract.winmd;<winmd>,Windows.Storage.Provider.CloudFilesContract.winmd;<winmd>,Windows.System.Profile.SystemManufacturers.SystemManufacturersContract.winmd;<winmd>,Windows.System.Profile.ProfileRetailInfoContract.winmd;<winmd>,Windows.System.UserProfile.UserProfileContract.winmd;<winmd>,Windows.System.UserProfile.UserProfileLockScreenContract.winmd;<winmd>,Windows.UI.ApplicationSettings.ApplicationsSettingsContract.winmd;<winmd>,Windows.UI.Core.AnimationMetrics.AnimationMetricsContract.winmd;<winmd>,Windows.UI.Core.CoreWindowDialogsContract.winmd;<winmd>,Windows.UI.Xaml.Hosting.HostingContract.winmd;<winmd>,Windows.Web.Http.Diagnostics.HttpDiagnosticsContract.winmd;<winmd>,Windows.System.SystemManagementContract.winmd;<winmd>,Windows.ApplicationModel.Calls.CallsPhoneContract.winmd;<winmd>,Windows.ApplicationModel.CommunicationBlocking.CommunicationBlockingContract.winmd;<winmd>,Windows.Embedded.DeviceLockdown.DeviceLockdownContract.winmd;<winmd>,Windows.Networking.NetworkOperators.NetworkOperatorsFdnContract.winmd;<winmd>,Windows.Phone.PhoneContract.winmd;<winmd>,Windows.Phone.StartScreen.DualSimTileContract.winmd;<winmd>,Windows.UI.WebUI.Core.WebUICommandBarContract.winmd --ignore=System.IConvertible,mscorlib.
    18. Catastrophic failure while running rrw: System.InvalidOperationException: Operation is not valid due to the current state of the object.
    19.    at Mono.Cecil.ModuleDefinition.ProcessDebugHeader() in c:\u\cecil\Mono.Cecil\ModuleDefinition.cs:line 999
    20.    at Mono.Cecil.ModuleDefinition.ReadSymbols(ISymbolReader reader) in c:\u\cecil\Mono.Cecil\ModuleDefinition.cs:line 1082
    21.    at Mono.Cecil.ModuleReader.ReadSymbols(ModuleDefinition module, ReaderParameters parameters) in c:\u\cecil\Mono.Cecil\AssemblyReader.cs:line 118
    22.    at Mono.Cecil.ModuleReader.CreateModule(Image image, ReaderParameters parameters) in c:\u\cecil\Mono.Cecil\AssemblyReader.cs:line 88
    23.    at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters) in c:\u\cecil\Mono.Cecil\ModuleDefinition.cs:line 1113
    24.    at Unity.ReferenceRewriter.RewriteContext.For(String targetModule, DebugSymbolFormat symbolFormat, String supportModule, String supportModulePartialNamespace, String[] frameworkPaths, String projectLockFile, String[] additionalReferences, String platformPath, ICollection`1 strongNamedReferences, ICollection`1 winmdReferences, IDictionary`2 alt, IDictionary`2 ignore)
    25.    at Unity.ReferenceRewriter.Program.Main(String[] args)
    26.  
    27. PostProcessWinRT.RunReferenceRewriter () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:710)
    28. PostProcessWinRT.Process () (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:211)
    29. UnityEditor.WSA.BuildPostprocessor.DoPostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:142)
    30. UnityEditor.WSA.BuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/ExtensionModule.cs:149)
    31. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    32.  
     
  12. Barkers-Crest

    Barkers-Crest

    Joined:
    Jun 19, 2013
    Posts:
    152
    Following up on this, MRTP 5 has the same performance problem.

    We downgraded to MRTP 2 and the performance is fine.

    Please advise on the future of MRTP and which Unity builds we should be planning to move onto.
     
  13. Barkers-Crest

    Barkers-Crest

    Joined:
    Jun 19, 2013
    Posts:
    152
    I downloaded 2017.3rc2 and things seem to be working there well enough.

    I did find out in 2017.3, the really bad performance it doesn't happen when a Mixed Reality headset is connected.

    However, it still happened if a Mixed Reality headset was not connected, but...adding 'None' as Virtual Reality SDK fixed the bad performance.

    I'll be sticking with 2017.3 moving forward as some serious UWP (Not MR Specific) bug fixes have made their way there. Performance and stability is fine.

    Hope this experience helps somebody else.
     
  14. MMOARgames

    MMOARgames

    Joined:
    Feb 28, 2013
    Posts:
    19
    I guess now that the next Unity release for 2017.2 is out, we should be using that?
     
  15. 265lutab

    265lutab

    Joined:
    Sep 15, 2014
    Posts:
    149
  16. plmx

    plmx

    Joined:
    Sep 10, 2015
    Posts:
    196
    Another question: Is there a timeline for Single Pass Stereo (non-instanced) support for WMR?
     
  17. plmx

    plmx

    Joined:
    Sep 10, 2015
    Posts:
    196
    Please someone answer this!
     
  18. StephenHodgson-Valorem

    StephenHodgson-Valorem

    Joined:
    Mar 8, 2017
    Posts:
    127
    Hey everyone, from what I understand, there are not going to be any more MRTP builds. The latest release from Unity (2017.2.1f1) should have all the fixes that have been in the MRTP builds rolled into it. If you're having any issues with this release, please fill out a bug report and open a new thread in the Windows Mixed Reality Forum.

    Thanks!
     
    plmx likes this.
  19. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    85
    It looks like that it's OK with 2017.3 too! thanks to @Barkers-Crest to pointed this.
     
  20. 265lutab

    265lutab

    Joined:
    Sep 15, 2014
    Posts:
    149
    Are there known memory leaks in 2017.2.0p2-MRTP UPDATE 5? I have tried 2017.2.1f1, but some of my image effects are not working properly in that version. I have not tried 2017.3 yet.
     
  21. cre8ivepark

    cre8ivepark

    Joined:
    Oct 21, 2016
    Posts:
    3
  22. HypothicEntropy

    HypothicEntropy

    Joined:
    Mar 24, 2014
    Posts:
    17
    Sooo.... ummm... what version are we supposed to be using now for "immersive headset" development? MRTP5? 2017.2? 2017.3?

    According to official documentation, still says to use MRTP5.
    https://developer.microsoft.com/en-us/windows/mixed-reality/install_the_tools

    Can this be officially updated to clarify which version we aught to be using? When I used 2017.2 official release, I was getting basic bugs such as controllers not showing up which does not happen in MRTP5 but I see others saying that we should be using the official releases instead of MRTP5, so I am confused.
     
  23. BillDozer

    BillDozer

    Joined:
    Feb 2, 2017
    Posts:
    2
  24. 265lutab

    265lutab

    Joined:
    Sep 15, 2014
    Posts:
    149
    I would also like to know the currently recommended version of Unity to use for immersive Mixed Reality headsets.
     
  25. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    85
    This is the latest one (2017.3), that's what we use in production and it's fine. There few issues, like the Single pass stereo rendering that cause an image flip when you use a pair number of post processing effects... I submitted bugs but no response from Unity. Also the Linear color space is not supported, it's a limitation imposed by Microsoft... But this color space works well when SteamVR is enabled, so it's not hardware but software..
     
  26. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,607
    There is some debate about this atm. The highest version I would (and Unity) recommends is 2017.2.1.
    Apparently, a fair few users have raised issues relating to Controller / headset positioning with 2017.3 (reported as regression issues), although some other users have reported no problems.

    I'd say test and ensure it works for your use case, but the recommendation is to stick with 2017.2.1 for now.
     
  27. 265lutab

    265lutab

    Joined:
    Sep 15, 2014
    Posts:
    149
    When using unity 2017.3.1 there is a problem with the Linear color space. The scene becomes very dark in the headset, but is still displayed properly in the editor window. I was using 2017.2.0p2-MRTP5 without any problems. If I change to the Gamma color space I see a very similar view in the editor and headset.
     
  28. hellobard

    hellobard

    Joined:
    Sep 26, 2012
    Posts:
    111
    I have the same issue in the Editor. All viewports are fine, it's only in the headset that this is happening.
    I can't make my project build at the moment due to a BuildPlayer 0x00020e error (whyyyy?), but can you build and if so, is it happening in the builds too?
     
  29. plmx

    plmx

    Joined:
    Sep 10, 2015
    Posts:
    196
    It's amazing that we are left in such confusion regarding which versions of Unity to use given the fact that at least parts of Microsoft seem to be pushing VR/XR/MR as much as possible, and Unity have stated that VR support is very important to them. I have the impression that no one really feels responsible for the WMR support in Unity. Coming from the outside as a humble indie WMR developer + Unity subscriber, I really don't know who to turn to in this situation, which is quite frustrating.
     
  30. hellobard

    hellobard

    Joined:
    Sep 26, 2012
    Posts:
    111
    I feel the same this time around. In december this was much easier, actually updating my game now has been much harder in terms of support from Unity. I now have the game running on 2017.3 and 2017.4, but this gamma issue in the headset is the last bug left.
     
  31. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    85
    Hello, the gamma color space is not an issue, it's not supported by Unity. It's not an hardware problem because SteamVR games that use Linear color space are perfectly working. You need to Apply a gamma correction if you want to use the Linear color space. Luckily, I created this post process and I use it in 3 games. You can download the post process here https://github.com/demonixis/WindowsMRLinearToGamma . I'm also working on a post Processing stack V2 post process too.

    Unity told me that they've no plans to support Linear with Windows MR. However a blog posts indacated that the gamma color space will be deprecated, so we can expect that the new render pipeline will support it.