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Daydream with VR-LWRP is killing me

Discussion in 'Daydream' started by CWatsonT2, Jan 14, 2019.

  1. CWatsonT2

    CWatsonT2

    Joined:
    Jan 9, 2019
    Posts:
    9
    I've finally gotten it to compile and run using Unity 2018.3.1f1 with the VR-LWRP and GVR SDK for Unity v1.180.0. The problem is that objects seem to be off by a little bit in each eye so they don't overlap properly when looking with both eyes. If you look through a single eye everything looks fine but if you look with both eyes it'll mess you up real quick. If I disable the LWRP and use standard shaders the problem goes away. I've also tried getting rid of the camera and creating a new one. That didn't help either. I'm using the player prefab that comes in the google sdk. It's like the LWRP affects the camera perspective in some way that I haven't figured out. Any ideas how to fix this?
     
    bradlaronde likes this.
  2. Benjams

    Benjams

    Unity Technologies

    Joined:
    Oct 27, 2017
    Posts:
    6
    We were able to reproduce this and have initiated an investigation into the issue. Thanks for your feedback.
     
    ROBYER1, bradlaronde and rob_ice like this.
  3. hawken

    hawken

    Joined:
    Aug 22, 2013
    Posts:
    404
    Oh man I'm glad I saw this thread...
     
  4. rob_ice

    rob_ice

    Joined:
    Nov 11, 2016
    Posts:
    112
    Any update on this?
     
    Noa3 likes this.
  5. bradlaronde

    bradlaronde

    Joined:
    Dec 22, 2016
    Posts:
    2
    How can we track this issue? I see it with LWRP on Pixel 3 XL using Unity 2018.3.12f1 and GVR 1.200. The same APK runs fine on S8+ however.
     
    Last edited: Apr 23, 2019 at 12:07 PM
  6. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    28
    Looking to use VR-LWRP with Daydream too, is there any update?
     
  7. Noa3

    Noa3

    Joined:
    May 29, 2012
    Posts:
    65
    the update is:
    Its still not working. even the LWRP Realesed....