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Performance issues when rendering two cameras (w/ Tobii eye tracking)

Discussion in 'XR Interaction Toolkit and Input' started by justin_kasowski, May 3, 2022.

  1. justin_kasowski

    justin_kasowski

    Joined:
    Jan 14, 2020
    Posts:
    45
    Hello! I have a pretty niche problem and I'm not sure if anyone will know of a solution. I have an issue with a current VR project. To have a UI, I render the first camera to a texture, then display that texture as a raw image with the UI elements in front of it.

    This system works fine, up until I enable Tobii eye tracking (with the HTC Vive Pro). The application gets very choppy, but none of my resources are past 50%

    Any help is appreciated
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Moved to XR forum.
     
  3. justin_kasowski

    justin_kasowski

    Joined:
    Jan 14, 2020
    Posts:
    45
    Update: first, I didn't realize that Unity now lets you render a canvas to VR screen space... A much needed advancement. That should solve the issue for most. Just change the Canvas to "Camera - screenspace" and select the VR camera.

    If you're applying shaders to the first camera, I found some camera settings that seem to work with the eye tracking that allow you to render to a texture and then record that texture. Shoot me a message if you need help figuring that out