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ArjenVeenhuizen

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  1. Thanks @Cotta for the detailed response. Much appreciated. We will check it out and report back.
  2. HI @DarioFirst of all; thanks for reporting back on this issue. We have updated to Wave VR v3.1.6 beta but from our tests it looks like the unity_StereoEyeIndex field is still always zero regardless of multi-pass/single-pass rendering. We are using Unity 2018.3.0f2. Would this fix by any chance only work on another/newer version of Unity? Or is there some other setting we might be missing? Or, is there an alternative and efficient approach we can use to detect whether we are rendering to the left or right eye? Thanks! @Cotta @Tony PH Lin
  3. HI @Dario At the risk of bumping an old thread. We just ran into the same issue on WaveVR v3.0.2. unity_StereoEyeIndex appears to be 0 always, regardless of whether multi-pass or single pass rendering is used. I scanned through all release notes but failed to find any reference to a "solution in the next update". Is this part of the new v3.1.1 beta? Your help is greatly appreciated. Arjen @Tony PH Lin @Cotta
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