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not really, check this out https://github.com/catoxliu/RenderTexture2DArray
Same Issue, did you fix it? BTW, I only get this after DLLImport a native plugin.
I can't believe that they let this happening over a year!!!
unity_StereoEyeIndex should only be effected in single-pass stereo mode, and as far as I know, only GearVR support that offically on mobile VR...
I have done this by a very tricky way, hope it could give you a hint. https://github.com/liushijian2ideal/RenderTexture2DArray
Did you try Video Player, the new feature of 5.6? https://docs.unity3d.com/Manual/VideoPlayer.html
Agreed. Single pass rendering and batches are two seperated "things".
I think what you need to do is to extend the input module of the eventsystem, because it's the part do the mapping things. Check Unity docs for more.
Finally, I figured out that I used a wrong View and Projection Matrix for skybox rendering. Since Unity5, the skybox render after the opaque...
To someone may want to do the same thing, I figured out a solution for this, ckeck my git repo...
I'm not sure if this is the right place to ask my question, any help will be grateful. I use a tricky way to hack the framebuffer to bind it to...
Also browsing this stuff, thanks for your share.
So agreed. And it will be so useful if there is a way to enable Instancing Stereo Rendering on Android devices to let the Camera render target as...
I'm facing the same problem. Any updates?
I am a developer of an Android-based standalone HMD, not Daydream or Cardboard. For Unity, it uses 2 Cameras to render to seperate RenderTexture...