SteamVR Developer Hardware

SteamVR Developer Hardware

jboss 2016 年 3 月 4 日 上午 6:43
Unity camera upside down and mirrored
Probably a very simple question, but I can't find the answer here or in the readme or quickstart files.

I am trying to get my project working with the Vive, followed the steps in the quickstart guide, but the camera is upside down and mirrored. I tried disabling the CameraFlip script, but that did not make a difference. I Also copied the Main camera from the example (which is working fine) into my scene and even that camera is upside down and mirrored. I accepted all the default project settings when I imported the SteamVR unity plugin.

What is going wrong?
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Bangerman 2016 年 3 月 4 日 上午 6:46 
Are you using the 5.4beta release?
jboss 2016 年 3 月 4 日 上午 7:30 
No, I'm using the 5.3.3 version.
Omadhaun 2016 年 3 月 4 日 上午 7:45 
I'm experiencing this in the 5.4 beta 8
Bangerman 2016 年 3 月 4 日 上午 7:51 
5.3.0 was fine, 5.3.3 was busted in so many ways that most people abandoned it, some went to the patch builds but I stayed away. I now have upside down and crashing in 5.4b8 but I have a support thread on the unity forums for this.
aaron.leiby  [開發人員] 2016 年 3 月 4 日 上午 11:43 
I was seeing the upside down camera (in the game window, not in the headset) on earlier versions of Unity 5.4. They fixed whatever was causing this in beta 9.

I have not seen this in 5.3.3f1. Are you using a later version? Is this only on the game window, or also in the headset? If it's just in the game window, you can flip the quad easily enough in the SteamVR_GameView script.
Bangerman 2016 年 3 月 4 日 下午 12:03 
What it is to be an insider :) beta 9 hasn't dropped yet. :p2blue:
jboss 2016 年 3 月 4 日 下午 2:15 
It's in both the game window and the headset. I had 5.3.3f1. I didn't really want to go all the way back to 5.3.0, so I started with 5.3.2f1, but that still has the problem. Tried 5.3.0f4, but that also has the problem.

But the strange thing is that the example scene worked fine in 5.3.3f1 (don't remember if that was in my project or in en ampty project with just the plugin). I tried it in 5.3.0f4 in my project and then it crashes Unity, just after the message "you can now put on your headset'. I tried it in an empty project with just the plugin and then it works fine in 5.3.0f4 as well.

Will do some more troubleshooting tomorrow.
jboss 2016 年 3 月 4 日 下午 2:39 
Ok, you can disregard my last message (thought about editing it, but figured I'd just write a new one).

Had a brainwave right after shutting everything down: it's the build settings.

My project was originally developed for Gear VR, so it has the build platform set to Android. After switching it to Windows it worked on 5.3.0 and after re-installing 5.3.3f1 also there.
AR@Trion 2016 年 3 月 4 日 下午 6:56 
I literally have 8 different versions of Unity installed on my development machine at the moment, trying to isolate "the best" version to use right now. 5.2.2p1 seems to be the winner. No upside down game window, no double rendered world space UI canvas. 5.2.2p2 and later double render world space UI canvases. Interestingly, the second copy is the correct one, in 5.2.2p1 and earlier, the one copy you get is the frame behind copy (so if you have it positioned very close to the controller, quick movements will make it clip through the controller). All the 5.4.0 betas I've tried so far (up to 5.4.0b8) include the upside down game window - it's nice to hear that the (not yet released!) 5.4.0b9 fixes that.

I'm guessing we're just in a relatively bad spot for a week or two more. I'm hoping we'll see the release of the new SteamVR version with native Unity integration will occur at/with GDC (the week after next). Remember, Unity 5.4 is scheduled to be released during that week as well (March 16th). If so, 5.4.0f1 with a new native SteamVR will probably be the preferred platform. If not, I'd recommend 5.2.2p1 or earlier, based on my testing.

If anyone else has had any experiences that differ from this, I'd love to hear more details.
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張貼日期: 2016 年 3 月 4 日 上午 6:43
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