Unity Bug on 360 Stereo Capture, Rotation Matrix not applied to Eye Separation

Description:

In this test, I increased the eye separation to 1 meter scale to make the issue more visible. I overlapped the Left and Right eye panorama for comparison. The “Red” in the images represents the Left eye result.

Observations:

  1. First Screenshot (Expected Behavior)
  • Camera Rotation: (0,0,0)
  • Plane & Cube Rotation: (0,0,0)
  • Result: :white_check_mark: Correct – The stereo effect shifts horizontally as expected.
  1. Second Screenshot (Expected Behavior)
  • Camera Rotation: (0,0,0)
  • Plane & Cube Rotation: (0,0,45)
  • Result: :white_check_mark: Correct – The horizontal shift remains accurate.
  1. Third Screenshot (Bug)
  • Camera Rotation: (0,0,45)
  • Plane & Cube Rotation: (0,0,0)
  • Result: :cross_mark: Incorrect – The Left and Right eye images shift relative to each other by 45 degrees, which is unexpected.
  1. Fourth Screenshot (Bug)
  • Camera Rotation: (0,0,45)
  • Plane & Cube Rotation: (0,0,45)
  • Result: :cross_mark: Incorrect – The stereo image has both horizontal and vertical shifts.
  • Expected Behavior: Since the camera and objects share the same rotation, the stereo result should match the first screenshot with no unexpected distortions.

Expected Behavior:

When both the camera and the objects have the same rotation, the stereo rendering should remain consistent without additional shifts. However, the current result introduces incorrect offsets, particularly when the camera is rotated independently.

Steps to Reproduce:

  1. Set up a stereo rendering scene with a plane and a cube.
  2. Apply eye separation of 1 meter for clear visualization.
  3. Compare the stereo results in the following scenarios:
  • Default rotation for camera and objects (baseline).
  • Rotating only the objects.
  • Rotating only the camera.
  • Rotating both the camera and objects to match.

Expected Fix:

The stereo rendering should maintain consistent shifts regardless of camera rotation, and objects should not experience unexpected stereo displacement.

  1. cap1_correct_stereo_cam0_plane0 (correct result)

  2. cap2_correct_stereo_cam0_plane45 (correct result)

  3. cap3_wrong_stereo_cam45_plane0 (wrong result, shifted with angle relative to the world horizon)

  4. cap4_wrong_stereo_cam45_plane45 (wrong result, shifted vertically and horizontally)

From my observation, it’s 99% likely that Unity’s 360 stereo capture only applied the Axis-Y rotation, while ignoring the other two Axis.

We got Unity Pro license, and also publisher in Asset Store. But I am not sure who should I reach for, to discuss or at least confirming this limitation, or, otherwise this will be a Unity bug for now. Please advise us. @AndrewAssetStore