Closed benjaminshp closed 5 years ago
I've been looking for a performant way to handle this as well. I'm pretty sure its just a unity issue, and has nothing to do with this package, as in the editor you can select the eye to display, but if you try to handle it by creating another camera, and targeting main display its a major hit.
This is already available from Unity as of 2018.2 just set stereoTargetEye to the right eye.
Camera.main.stereoTargetEye = StereoTargetEyeMask.Right;
best, Dario
Awesome, i missed that update. @benjaminshp this should be all you were looking for, good to close it?
Hi Folks,
thank you for your input, I willl give it a try ;-) and will report :-)
best wishes
benjamin
On 27.08.2018 19:39, Nathanael Anderson wrote:
Awesome, i missed that update. @benjaminshp https://github.com/benjaminshp this should be all you were looking for, good to close it?
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@dariol I may of jumped the gun, when I went to implement that, all it looks like it is doing is changing target eye on the camera from both, to the eye that is specified. What @benjaminshp and I were looking for is to set this property from the default of left, to right in builds, and be able to toggle it while the code is running, based on users dominant eye:
It's just the wrong API. That one defines what is rendered altogether.
The API to use to change what is viewed in the Game View or in the build's main window is XRSettings-gameViewRenderMode
.
If your users want to use any kind of mixed reality setups I recommend testing whether this setting breaks anything.
Great .. it works ;-) XRSettings.gameViewRenderMode = GameViewRenderMode.RightEye;
Version of Unity3D : 2017.3.0f3 Version of ViveInputUtility : 1.7.3
Question : Is it possible to mirror the right eye of the HMD to the Monitor.. ? At the moment its the left... for shooters using the right eye for aiming, it would be more impressive... and my client requested it ;-)
thank you in advance
benjamin