There is a bug in the "Pre-Eye Culling Masks" system of the FoveInterface. When both masks set on "Nothing", everything is rendered on the HMD as expected.
When setting one mask to(in my case) "Monitor" one screen inside the HMD renders everything and the other ignores all objects under the layer "Monitor". Everything fine.
However, when both masks are set to "Monitor", no object of the scenes is rendered. Even though there are plenty of objects not under the layer "Monitor".
Setting both masks to "Monitor" while the application is running forces the screens inside the HMD to freeze.
Unity-Plugin 3.0 and tested with 2017.3.1 and 2019.1.5
I have a FoveContainer class with dontDestroyOnLoad, that keeps Foveinterface running during scene switches.
I also did this, to control the scene over an UI:https://support.getfove.com/hc/en-us/community/posts/360001182301-Unity-Plugin-Version-3-0-0-Render-UI-in-game-mode-but-not-in-Fove-Display
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