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Particles in VR behave strangely with head movements.

Discussion in 'VR' started by modelmode, Sep 2, 2018.

  1. modelmode

    modelmode

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    Using Maya LT 2017 and Unity 2018 1.6f1 personal

    I've looked for an answer to this with no luck. I'm working on a scene where I need some fog and have created a fog particle with a custom texture. I've gotten it the way I want except for the wonky movement. I've tried all applicable render modes and nothing seems to work:



    I'm under a deadline here, so hopefully you all have some good ideas!

    Thanks.
     
  2. richardkettlewell

    richardkettlewell

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    Hi the video is unavailable for me
     
  3. modelmode

    modelmode

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    Sorry, it was listed as Private. It should be working now. I should clarify a few things in my orig post, when I switch rendering modes, the expected behavior does occur and would work just fine in your standard 3D game. However, in VR the billboards rotate to an extreme. Sometimes around multiple axis. In the video, the most extreme rotations are produced by me rolling my head side to side while facing forward. I've seen particle fog work flawlessly in other Unity driven VR experiences. I'm just wondering what they did.
     
  4. richardkettlewell

    richardkettlewell

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    ROBYER1 and bgolus like this.
  5. Chimer0s

    Chimer0s

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    While removing the headroll is great, there's a new issue that arose with that(specifically when setting render alignment to facing). When turning to face negative on the world Z axis, particles will rotate upside down and back. Basically the same thing that happens when using transform.LookAt without setting the up vector to the world's Y axis. Do you know if there's any fix planned for this, or a way for us to correct for it ourselves?

    Example:
    https://gyazo.com/b2712ee165f951000a679d3d1c1ed328
     
  6. MadeFromPolygons

    MadeFromPolygons

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  7. Leewhitt

    Leewhitt

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    Struggling with the same issue - any ideas would be welcome!
     
  8. richardkettlewell

    richardkettlewell

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  9. Kon_19

    Kon_19

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    Has this issue had any update?
     
  10. richardkettlewell

    richardkettlewell

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    No unfortunately not yet
     
  11. Kon_19

    Kon_19

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    Hey Richard, does 2019.3 fix this by any chance?
     
  12. hippocoder

    hippocoder

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    You can get around it in VFX but that's not ideal when your GPU is a little hammered in VR or Mobile so YMMV for a certain effect.
     
  13. richardkettlewell

    richardkettlewell

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  14. richardkettlewell

    richardkettlewell

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    We are also actually investigating a fix for this issue this week. So maybe there will be some real progress soon. I hope!
     
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  15. richardkettlewell

    richardkettlewell

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    Hi,

    We have landed a partial fix for this issue in 2020.1.0a17, and backports are in progress for 2019.3 and 2018.4 at the moment.

    I say "partial" because it improves the situation in all cases that we know of, but there can still be some undesired roll when the camera is rolling whilst looking up/down. But for roll whilst looking ahead/left/right, you should see a large improvement.

    Thanks for everyone's patience with regard to this issue.

    For anyone who is in need of a better solution, and is able to use Unity 2019.3, I would urge you to look at converting the code at https://forum.unity.com/threads/particle-system-c-job-system-support.529284/ into a Burst-compiled C# Job, because that will be very performant. I am hoping to find some time to do this myself and make it available via the forums soon.
     
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  16. PNiermann

    PNiermann

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  17. richardkettlewell

    richardkettlewell

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    Sure - it landed it 2019.3.0f5
    It's also landed in 2018.4.16f1 (Not quite released at the time of writing this)
     
  18. richardkettlewell

    richardkettlewell

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    I've now done this. Get a Burst-optimized version of the original script at https://forum.unity.com/threads/disable-hmd-roll-in-vr.841021/ if you still need more than our bugfix provides :) (requires Unity 2019.3)
     
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  19. jacama1994

    jacama1994

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    Hi, After a year working for VR, I have fixed this problem with this setting.

    Render:
    -Render Mode: billboard
    -Render Alignment: Facing
    -Allow roll: disabled

    I hope to help those who have this problem, good luck and good dev
     
  20. Naalinkutittaja

    Naalinkutittaja

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    Thx :)
    Much better, but still ain't perfect.