I'm trying to make a game in Unity with a UI display on the monitor and a separate world shown in the FOVE headset. Is this possible?
I have tried the following:
- Firstly, I have the VR part working fine on its own. It runs how I expected.
- Following the instructions in the Unity docs, I checked Display.displays.Length to make sure there were multiple displays. Under the standard configuration of the FOVE only one display appears.
- I found that if I put the FOVE into extended mode, I could get Unity to recognise and activate it as a second display.
- However when I do this, the Compositor seems to have issues. In the FOVE Debug Tool, the button "Start/Stop Compositor" keeps switching automatically between Start and Stop.
- If I click the button, the Compositor appears in the Windows toolbar and the FOVE shows the usual space background.
- In Unity I set configured the Camera on the FoveInterface with Target Display = Display 2 and a separate UI Camera with Target Display = Display 1. I set the Culling Masks on these cameras so the UI only appears in the UI Camera.
This much seems to work, however the VR scene runs very slowly and is distorted (it does not seem to be correctly accounting for lens distortion). Neither of these is a problem in the one-camera solution.
Is there a way to make this work correctly?
In case its relevant, I am running FOVE Runtime 0.15.0 and using Unity 2018.2.10. The firmware on the FOVE is up to date.
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