5.6.0b11: Stereo display standalone build crashes on startup

Hello,

I’m making a virtual tour in opengl quad buffered stereo (2 video projectors + glasses). It worked correctly with 5.4.1, just by forcing the OpenGLCore API and selecting “Stereo Display (non head-mounted)” in VR SDKs. The “head” gameobject is set up with a main camera with “target eye” set to “none (main display)” + 2 child cameras with “target eye” set to “left” and “right”.

Now I have switched to 5.6b4 (haven’t tried b9 yet) and while the stereoscopy seems to work, there’s an issue, the image doesn’t seem to refresh and one image is drawn above the previous one and so on, like if “clear flags” was set to “don’t clear”, except it is set to “solid color”.

I had the issue of the right eye not displaying the current scene in stereo but I’ve seen this was a known issue and the workaround was to deactivate and reactivate the camera after the scene is loaded, I did it and it worked. But still have this remnant/persistant image problem, and everytime I rotate the view I’m like the winner of the solitaire…

I don’t know if it’s a known issue, maybe there’s a workaround for this problem too?
Thanks in advance

In fact, the issue is that one eye isn’t refreshed and stays fixed while the other is moving. I didn’t experienced this bug myself (the cave isn’t in our office and I only heard the description from the technician testing it miles away). But it seems the workaround for the issue exposed here (Unity Issue Tracker - [VR] When having two cameras in a scene only the Right camera's view is rendered) isn’t working.

When disabling and re-enabling the camera, it just switches the updated camera, when dis/reenabling right camera, it becomes alive while the left one goes fixed, and vice versa, can’t have both camera to refresh at the same time.

Someone has a workaround for this issue? Even if it costs some fps…

Thanks

Hi Remi,
The fix for this is going to be in b11.

Hi,

I’ve downloaded the b11 today and tried it, it seems to resolve the previous issue (at least in split screen, can’t test the real stereo atm.) But when the game build is launched it crashes if VR SDK is set to “Stereo Display (non head-mounted)” (runs ok in editor), but the build runs smoothly if set to “Split Stereo Display”. I should add I have a gaming geforce and not a quadro compatible with quad-buffer stereo as our client… But it worked fine in the previous builds.

Could you please submit a bug report with a minimal reproduction case for this issue?

Done : 890545

To reproduce open an empty scene, and set the following in player settings:

  • Graphics APIs for windows : OpenGLCore
  • Virtual Reality Supported : Checked
  • Virtual Reality SDKs : Stereo Display (non head-mounted)

Thanks

1 Like

Hi,

Is there any ETA regarding the resolution of this issue?

Thanks!

No, but It’s probably going to be after the launch.