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Unity 2019.1a11 and VR: Renders upside down on Vive

Discussion in 'Graphics Experimental Previews' started by jashan, Dec 12, 2018.

  1. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,307
    I successfully got HDRP with VR working using the VR in HDRP instructions. Now, with Unity 2019.1.0a11, it looks like I'm "almost there": Tracking works correctly (according to the camera transform in the scene view), stereo also seems to be correct - but the image is flipped upside down (flipped on Y axis).

    I can rotate the head on Y left/right, which seems fine - but rotation along X (up/down) and Z (tilt) seems to be going the opposite direction, which I assume is the visual effect of the image being flipped.

    I'm getting the same behavior in a new project using the LW Virtual Reality RP template. Also, I tried disabling postprocessing but that didn't change anything.

    Is this a known issue? Is there a fix / workaround available?
     
  2. eatbuckshot

    eatbuckshot

    Joined:
    Jan 10, 2016
    Posts:
    24
    I was seeing the same issue as you on 2019.1.0a11 where it would invert the camera.
    I was using version 5.2.3 Preview when it happened and also had applied the "disable relative camera" in the ShaderConfig.cs and ShaderConfig.cs.hlsl .

    A workaround I used was to get the latest Master, which at this time is a WIP 5.3.0 and it seems to be working a lot better without the inversion issue.
    https://github.com/Unity-Technologies/ScriptableRenderPipeline

    I downloaded this and extracted the com.unity.render-pipelines.core, and com.unity.render-pipelines.high-definition folder (and com.unity.shadergraph if you're using that) into the local Packages folder in the project. I adjusted the manifest.json to point to
    Code (JavaScript):
    1. "com.unity.render-pipelines.high-definition": "5.3.0",
    and reopened the project one or two times.

    Now I'm curious if I can get 2018.3.0f1 to work in the same way
    edit: Yes it seems to work with 2018.3.0f1 with HDRP version 4.6.0-preview, apparently it may not have worked with 4.3.0 not too sure
     
    Last edited: Dec 13, 2018
    jashan likes this.
  3. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,307
    Very cool! This works! :)

    But I'm not sure you are actually using the version from GitHub with your manifest.json. It looks like maybe, by manually typing 5.3.0, you get a more recent package - but the way to use a package that you have downloaded locally is like this:

    Code (CSharp):
    1.     "com.unity.render-pipelines.core": "file:../PackagesGitHub/ScriptableRenderPipeline/com.unity.render-pipelines.core",
    2.     "com.unity.render-pipelines.high-definition": "file:../PackagesGitHub/ScriptableRenderPipeline/com.unity.render-pipelines.high-definition",
    3.     "com.unity.shadergraph": "file:../PackagesGitHub/ScriptableRenderPipeline/com.unity.shadergraph",
    4.     "com.unity.visualeffectgraph": "file:../PackagesGitHub/ScriptableRenderPipeline/com.unity.visualeffectgraph",
    5.  
    In my case, I have a folder PackagesGitHub in my project, right next to packages, and in that folder, I have a sub-folder ScriptableRenderPipeline, which has the package checked out from GitHub.

    That's the setup I have for my 2018.3.0beta version of the project ... and funny enough: I even have that same structure already for the 2019-version - I just hadn't hooked it up. Well, now I have ;-)
     
  4. jjxtra

    jjxtra

    Joined:
    Aug 30, 2013
    Posts:
    1,464
    Still a bug in final release of Unity 2019. Early Unity (2018 and before) do not have the problem. The frame debugger shows the bug in great detail.