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Left and Right eye camera to be displayed on the screen

Discussion in 'AR/VR (XR) Discussion' started by blindmen, Nov 29, 2015.

  1. blindmen

    blindmen

    Joined:
    Sep 10, 2015
    Posts:
    34
    Hi there,

    can I somehow turn on both cameras Left and Right to be displayed on the monitor.
    Currently there is only Left displayed on the screen.

    many thanks
     
    Last edited: Jan 21, 2016
  2. blindmen

    blindmen

    Joined:
    Sep 10, 2015
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  3. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    311
    It is not possible to do this with the Native VR integration in Unity. It is also not something we have planned to be added.
     
  4. blindmen

    blindmen

    Joined:
    Sep 10, 2015
    Posts:
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    @Ed unity
    Many thanks for the answer what would be the best way to work around this?

    Does -multidisplay and Display Activate helps in any way?

    Thanks a lot
     
  5. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    311
    You might be able to use NativeTexturePtrs (http://docs.unity3d.com/ScriptReference/Texture.GetNativeTexturePtr.html) in order to retrieve pixel data off one buffer and then overwrite the Texture of the Camera rendering to the game view. Other than that, no, using multidisplay or Display Active will not render both Eyes to the game view. We did not intend to have both eyes drawn to the game view and thus we haven't scheduled work to implement this feature.
     
  6. blindmen

    blindmen

    Joined:
    Sep 10, 2015
    Posts:
    34
    @Ed unity
    Hi again :) I'm not an expert to unity yet so please be patient with my questions :)

    1. Would Unity Pro help in any way?

    2. How I think it could work for future and I believe it would be useful for others as well is:
    Cam 1: Target Eye "Left", Target Display 1 -> Primary Display
    Cam 2: Target eye "Right", Target Display 2 -> Secondary Display
    Would it be difficult for you to schedule this to your roadmap?

    3. For the moment I can live with both outcomes, whatever is easier to implement:
    - To have both eyes on one screen split vertically
    - To have left eye displayed on primary display and right on seconday secondary

    And back to your suggestion:
    Currently I have

    Cam L -> Target Eye: Left eye; Culling Mask: Left
    |
    -----(Child of CamLL) Cam L -> Target Eye: Left Culling Mask: Left; Target Texture: RenderTexture1

    Cam R -> Target Eye: Right; Culling Mask: Right
    |
    -----(Child of CamRR) Cam R -> Target Eye: Right; Culling Mask: Right; Target Texture: RenderTexture2

    And I render texture to the cubes on the screen. It works fine, so well I have a texture ready to be combined with each other.

    Can you now please point out how can I access a display and render combined textures?

    Many thanks