Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Here is what I did, is there something wrong?
1. Add empty game object (ensure object is enabled)
2. Add SteamVR_Skybox component to game object
3. Add textures to SteamVR_Skybox component
4. Run scene
5. Click a menu item to freeze rendering
When I do the above process, I still get the default compositor. I have also tried to vr.compositor.SetSkyboxOverride(...) manually, with the same result.
It sounds like I should use
I think this would actually be more jarring for our users. The load time is 2 seconds at most, so I really think a solid black transition without the gradient would be best. Could you make the horizon/gradient be an option, rather than forcing it?
Using Unity 5.2.0f3, if that helps.
The way I was thinking about it would be to initially fade to the solid color - super useful for doing blink transitions, etc. - but then if the fade was left on for some short period of time (e.g. 2 seconds) start fading to more of a gradient to show a horizon line aligned using IMU data.
It seems very straight forward, but I have not seen the skybox yet? I have tried the skyX51 textures with no success.
I have tried versions 1441831863 and 1442619290 of SteamVR.
Thanks again for your help.
Hmm, that sounds like it could be worth a shot! LMK when you have this functionality available, we'd be happy to test it out and provide feedback.
Cool, we're still on 1.0.2 of the Unity plugin. Is it in .3? Or yet incoming?
From some of the stuff I've been developing lately, I've found that it'll kick you back to the compositor whenever the CPU load is too great (or maybe GPU? Haven't looked into it THAT much), regardless of whether you're loading a scene or not.
My particular white-room scene transition was caused by a water effect I had in the scene that loaded up a sprite sheet and a couple of other assets upon loading a scene. After swapping it out to Unity's water, it now loads perfectly fine.
As another example, I was building something that was originally calling Texture2D.Apply() approx. 400 times per frame., and whenever it was called, I'd be kicked back to compositor. After reducing it down to one call per frame, there were no issues.