November 2022
Posted 2 years ago
I spent a good few days fixing the main grievances people had with VR which was making their games pretty unplayable.

Debug stereo rendering


I added a new debug option to the editor that enables stereo rendering, this will give you a general idea of if your content renders correctly for two eyes like it would in VR. It's not 1:1 the same as VR but it's pretty close.
attribute 'blocktype' not allowedattribute 'title' not allowedattribute 'contenteditable' not allowed

VR Rendering fixes


Lots of rendering was only happening on the left eye, or flickering, or not rendering at all.
  • Fixed DebugOverlay only appearing in left eye and not working with depth
  • Fixed projected decal and cable shaders not instancing properly causing them to flicker or not appear at all
  • Fixed RenderHooks not working in VR properly, these are used for post processing effects like glow
There was also a bug with distant objects disappearing way too early, you could see this clearly in Table Tennis with the ball only needing to pass the other user to end up flickering and disappearing.

I fixed it by adjusting the unique culling frustum VR uses - it was rejecting scene objects under the assumption they were covering less than 0.25% of the screen.

vr input fixes


I've made the hand transforms and linear velocity get affected by VR.Scale, previously your camera would get scaled but your hands would remain where they were.

I also fixed the hand's angular velocity being wrongly affected by VR.Anchor.