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WebVR + DK2 rendering very incorrect views in each eye

Discussion in 'AR/VR (XR) Discussion' started by AnthonyPalma, Mar 13, 2016.

  1. AnthonyPalma

    AnthonyPalma

    Joined:
    Aug 11, 2013
    Posts:
    128
    Hello!

    I'm working on a WebVR demo, and I used this code to get a Unity WebGL build working with VR (DK2) in Firefox Nightly (WebVR): https://github.com/gtk2k/Unity-WebVR-Test-Assets .

    When I ran a test a couple weeks ago it worked beautifully. Now, though, it's loading very incorrect views into both eyes once i switch from desktop mode to full screen (VR) mode. Desktop mode's camera looks fine (as you'll see), but I can't figure out what the heck is going on with the VR views in each eye.

    If you go here with your DK2 and enter VR, when you hit space it actually toggles between normal VR and what looks to be a similar wonky view setup as what I'm seeing in our demo: https://mozvr.github.io/sechelt/

    If anyone has ANY ideas what might be causing this, please let me know! Worth noting that VR works fine for this game in the Unity editor. Below is the link - you'll need Firefox Nightly (that + instructions here: http://mozvr.com/), and ignore the UI for now since it obviously won't work in VR, haha. Definitely unplug your positional tracker too, we didn't incorporate that. Just hit the full screen button to send it to your DK2.

    https://s3-us-west-1.amazonaws.com/boondogl-games/SECVRITY/index.html

    THANK YOU!