I’ve read the manual on How to do Stereoscopic Rendering but for the life of me I cannot figure out how to turn on stereoscopic rendering in Unity. The DirectX sample that is referenced does not use or require any aspect of Unity as far as I could see. I got it to compile and run, but it is a standalone C++ Windows app, not a Unity-based PC app. Also, in my Player Settings, I do not see any checkbox for “Stereoscopic Rendering” anywhere, but this is mentioned in passing whenever I google it…where is it?
Unity: 2017.1.0f3 (Personal) and 2017.3.0b6 (Personal)
NVIDIA GeForce GTX 6GB 1060
Windows 10 Fall Creators Update
All I want is to get a simple Unity app running in stereoscopic mode on a 3D DLP-link projector, using my active shutter 3D glasses. My scene just has a spinning cube and a camera facing it. I do not see any “stereoscopic” options on the default camera in the Inspector. Any help would be greatly appreciated!
That doc is pretty outdated. Go to ‘Player Settings’/‘XR Settings’ to check ‘Virtual Reality supported’. This is where you deal with the various XR SDKs (including 3d screens). Then add the ‘Stereo Display’ sdk (at the top of the list).
@Gruguir Thank you so much! I don’t think I would have every figured this one out without your help. Not a single Unity doc states what you described. Here it is for others who may have this question:
Hi,
I am trying to convert my unity project into the 3D project to display on corner cave, can anyone help me on step by step process.
I tried above setting but I didn’t see anything happening.
Would there still be a way to do non head-mounted stereo display rendering after they have completely faded out the option? Any help would be appreciated!