The asset only supports Vive / Oculus / Gear VR / ARKit out of the box. You might be able to hack in PSVR support, but that’s assuming you are able to :
Tell which eye is rendering in shaderlab.
Retrieve the ViewProjection Transform for each eye every frame.
I haven’t much experience in modifying shaders like this but I know you can selectively display things per eye camera on the PSVR. As far as I know, the HMD acts like any other VR headset in Unity and just takes over the main camera.
Is this something you would look at helping me adapt if it doesn’t work, if I couldn’t sort it out?
Hi. I just imported the last update of your Unity asset, to my project for Oculus Go in Unity. I´m using the OVR SDK. Your plugin give me these errors on the console,
Assets/Pocket Portal VR/Demo/Scripts/GearGrabObject.cs(15,21): error CS0117: OVRTouchpad' does not contain a definition for TouchHandler’
Assets/Pocket Portal VR/Demo/Scripts/GearGrabObject.cs(40,21): error CS0426: The nested type TouchArgs' does not exist in the type OVRTouchpad’
Assets/Pocket Portal VR/Demo/Scripts/GearGrabObject.cs(41,13): error CS0841: A local variable touchArgs' cannot be used before it is declared Assets/Pocket Portal VR/Demo/Scripts/GearGrabObject.cs(53,20): error CS0841: A local variable touchArgs’ cannot be used before it is declared
Assets/Pocket Portal VR/Demo/Scripts/GearGrabObject.cs(55,20): error CS0841: A local variable `touchArgs’ cannot be used before it is declared
Has anyone had any luck with getting the portal shader to work with 2018.3 and HDRP? The portal functionality is working fine, but the portal surface itself is a beautiful pink after upgrading to HDRP.
I get frame drop massively when use it, culprit is MeshSkinning.Update using around 47ms. I have read happens the same when using Unity movie texture. Anyone knows how to solve this?