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Resolved XRSettings.occlusionMaskScale Not Working

Discussion in 'VR' started by jc10487, Jan 12, 2021.

  1. jc10487

    jc10487

    Joined:
    Mar 8, 2020
    Posts:
    7
    Hey y'all,

    I'm using a Vive Cosmos Elite and Unity 2019.3.15f1, and I'm trying to get rid of the faded borders around the rendered image, particularly closer to the inside edge of each screen; I've tried varying XRSettings.occlusionMaskScale but nothing changes. I've also tried XRSettings.useOcclusionMesh = false but that didn't do anything either. Any advice would appreciated, thanks.
     
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,238
    Howdy @jc10487, Vive support is directly handled by HTC. Please share this on their developer forums and their teams will help.
     
  3. jc10487

    jc10487

    Joined:
    Mar 8, 2020
    Posts:
    7
    @TreyK-47 I went to them earlier, and their response was to use a different SDK (which doesn’t work for standalone builds, which is what I’m trying to build for), and that any bugs should be reported to you guys. I have submitted a bug report already.

    Are you sure there is nothing you can do to at least help understand why it’s not working? XRSettings is a class documented in the official API documentation, and, specifically, there’s a property called “useOcclusionMesh” whose description says “Specifies whether or not the occlusion mesh should be used when rendering.” I’d like to understand why this doesn’t work.

    Forum post on HTC forums for reference: https://forum.vive.com/topic/9266-cosmos-occlusion-mesh-toggle-in-unity/#
     
  4. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,238
    Hey there, @jc10487 - submitting the bug report would be what I would have suggested next. Our QA team will be in touch once they've had a chance to dig into it.
     
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