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Question How to make VR Seamless Portals

Discussion in 'VR' started by thezoeyteh, Aug 18, 2021.

  1. thezoeyteh

    thezoeyteh

    Joined:
    Dec 16, 2020
    Posts:
    4
    Hi, so I'm still rather new at this but I'm trying to make a game with multiple seamless portals with Unity XR for my final year degree project. I've stumbled into a lot of obstacles and issues such as the Left and Right eye cameras not rendering the same view, cameras not in the right position when I run the game, and it is just not seamless at all but it's instead teleporting to other portal positions? I've been following the tutorials by Brackeys and Sebastian's as well as other threads and forums but none of them seem to work in a VR setting or they do but their descriptions are pretty vague. I can't seem to find any VR Seamless portal tutorials either. So now I'm asking for help or just for anyone to share your input on your experience with portals in VR.
     
  2. Sheynes

    Sheynes

    Joined:
    Mar 27, 2017
    Posts:
    66
    Hello @thezoeyteh
    I've been doing the same stuff for around 8 months now. And came pretty close of making it real.
    You can see every steps i went through here : https://forum.unity.com/threads/trying-to-get-an-hdrp-portal-to-work-on-vr.1017616/
    You can also download the project on the gitlab link provided. (It work perfectly in desktop mode and is seamless)

    There is only one problem : The render pipelines URP and HDRP both doesn't support VR on the Shader graph node 'ScreenPosition'. Which mean we cannot really create a shader to project the portal picture at the right position.

    Fortunately few hours ago I successfully opened an issue with the Unity team here : https://issuetracker.unity3d.com/is...position-node-does-not-work-when-xr-is-active

    I invite you to upvote this issue and to share it, because once this problem will be fixed we will be able to make portals in vr properly. So the more people upvote this, the faster we will be able to make portals/ mirrors or any effect based on render textures.