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VR3DMediaViewer - View Stereoscopic 3D content in VR

Discussion in 'Assets and Asset Store' started by DarkAkuma, May 9, 2016.

  1. DarkAkuma

    DarkAkuma

    Joined:
    Nov 28, 2013
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    86
    All looks fine I guess. I don't have personal experience with quest, so I cant begin to guess at what the issue is. I just know other customers have used the asset with quest before, so it should be able to work.

    Monoscopic display issues have been annoyingly common lately, but I boiled everything else down to the new xr management system which I cant support until its become more stable. You have the legacy system enabled as you have said though. It looks like you have an addon installed for the xr management system though. Maybe simply having that installed cause the issue? Beyond that it might be something with the SinglePass/MultiPass/Multiview setting. I doubt it, but maybe the SinglePass shader doesn't work on quest?

    I'm probably not going to be of to much help figuring this one out. But if you do get it figured out, please share. Ii'll continue to try and help as I can though.
     
  2. AlanPT

    AlanPT

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    Jul 31, 2013
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    27
  3. AlanPT

    AlanPT

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    Jul 31, 2013
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    Disabling it didn't help. But in my tests, multipass worked on the Oculus Quest. When using Oculus Link it can use singlepass. Now I just need to optimize the videos. Cheers.
     
  4. ParallaxVirtual

    ParallaxVirtual

    Joined:
    Jun 27, 2017
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    1
    Hey there - the Go version of my app doesn't display mt TB 360 stereo pano views - I get that bright pink instead (which I believe means a shader hasn't loaded). In testing, and on the Quest, everything works correctly. Any ideas?
     
  5. DarkAkuma

    DarkAkuma

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    That does sound like a shader issue. Are you using the Shader Rendering Method? Or Layered? If Shader, it may mean that my custom shader is not supported on Go (I do not have a Go myself to know for sure). Or that its not being included in the build. If you are using Layered, then whatever Shader you have selected for the canvas object may not be supported and you would have to use another mobile friendly one. Mobile platforms can be picky about shaders like that.
     
  6. jeremedia

    jeremedia

    Joined:
    Apr 21, 2015
    Posts:
    46
    @DarkAkuma Any plans to update this for 2020? It no longer builds, failing due to
    PlayerSettings.virtualRealitySupported being no longer available after being depreciated in 2019.

    You should depreciate it in the store if you're done with it.
     
  7. DarkAkuma

    DarkAkuma

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    Nov 28, 2013
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    People need to tell me that such things are broken for me to fix them, and before now no one has. I'm not done maintaining this asset. I've just been holding off on any significant update until they get the new XR Management system finally working with all devices. Last I checked it still does not work with my dev device, combined with the fact that sales among all my assets dropped when the virus happened making them very low priority. That said, I'm fine making such bug fixes when I'm informed.

    I'll try to get 2020 downloaded and installed this weekend and see if I can fix the issue. I still cant promise full modern support though most likely, due to the failings of the XR Management system. Though its been a couple months since I last checked... so maybe something has changed.
     
  8. jeremedia

    jeremedia

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    Apr 21, 2015
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    46
    Here's what needed updated.

    Code (CSharp):
    1.        
    2. public static RenderingMethod RenderingMethod
    3.         {
    4.             get => ((int)XRSettings.stereoRenderingMode >= 1 && XRSettings.enabled ? RenderingMethod.Shader : m_renderingMethod);
    5.             set
    6.             {
    7.                 if (XRSettings.stereoRenderingMode == 0 || !XRSettings.enabled)
    8.                     m_renderingMethod = value;
    9.             }
    10. }
    11.  
     
  9. DarkAkuma

    DarkAkuma

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    Nov 28, 2013
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    Well, my fix is a bit different from that. Instead I removed the check for that stuff entirely with 2018.2+. It existed only to automatically display/set the best RenderingMethod for your stereo rendering mode. Now, it will simply return whatever you select, and thus requires the user to make a selection.

    While I was at it, I noticed and fixed some other issues. I moved the RenderingMethod option to a VRSettings file after I noticed my attempt to make it a global variable was not functioning properly. And I was finally able to experience an issue that people have long reported, but unable to be reproduced by me to fix, with images not displaying in one eye. In short, it was unique to SinglePassInstanced and the default VR3D Unlit shader.

    I'm going to hold off just a little on posting the update to make sure I'm not forgetting anything. If you require it before then, just email me.

    EDIT:

    The update, v2.5, is now live. Thanks for the feedback! And I hope it fixes yours and other peoples issues!
     
    Last edited: Jan 21, 2021
  10. CottonKittie

    CottonKittie

    Joined:
    Apr 26, 2021
    Posts:
    1
    Hello,

    I'm a complete novice to Unity and VR, but I'm wondering if your VR3D Media Viewer might be useful for what I want. Basically, I want to take simple SBS images and use them as a background to almost entirely cover the player's field of view, in either 180 or 360. The goal is an easy way to create different environments that although you can't really move around in, still look somewhat 3d and immersive. I also need to be able to place separate UI elements in front of the 180/360 view. I've attached an example of the kind of image file I'm working with. I tested the image in my headset in a Google Photos slideshow with 3d 180/360 and the effect is passable for what I want. It's just a personal pet project, so I don't need stunning results. However, in your asset's video/pictures, everything I saw had the media in flat square canvases, so I'm just wondering if the player being more *in* the media is possible. Any information you can provide would be much appreciated.
     

    Attached Files:

  11. DarkAkuma

    DarkAkuma

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    Nov 28, 2013
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    86
    From the sound of it, you want to make a panoramic 3D skybox. That's certainly possible, but as is my asset does not integrate with the normal skybox system itself. You would have to do a psuedo skybox. Basically, attach the panoramic canvas to the camera via a simple script to set the canvases world position every frame to that of the camera center/head.

    The image you provide is standard Side-by-Side Stereoscopic, and is not Panoramic. I cant say how well it would look when used as a 180 Panroramic image. I figure I should make that clear. I suppose using it as 180 would look better than 360, is all.

    The last image, with the blue left side and red right side. That's a capture of the panoramic demo scene. This asset started out just for traditional 3D, but was expanded to support Panoramic 3D too. Screenshots and video can only do so well. I need to update the demo link, as it helped convey the pano support better. Sorry.
     
    CottonKittie likes this.
  12. supneo

    supneo

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    Jul 29, 2012
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    28
    Hello @DarkAkuma , is there any way to use only one camera for both eyes?
     
  13. DarkAkuma

    DarkAkuma

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    Nov 28, 2013
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    If you mean, can you use a single camera to view 3D images with the asset, yes. Just not with the Layered method. Only Shader.

    If you perhaps mean something like seeing the same image with both eyes, like monoscopic. Yes. Just set the mono image format for that stereoscopic 3d image.
     
    supneo likes this.
  14. supneo

    supneo

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    Jul 29, 2012
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    Thanks, in the end I got it with the shaders as you said, the problem is that they don't appear in the list but as hidden, the solution is to drag them.
     
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