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Where to position Worldspace Canvas for stereo GUI

April 13, 2015 - 4:28pm #1

I'm trying to figure out how to make a stereoscopic UI with VDE in Unity 4.6.4. I try placing the world space canvas in front of the cameras--but when I hit play, the canvas doesn't render (despite it showing up in the game view before play is hit).  It's attached to the AR Camera, so it moves with the camera.  And in the editor it indeed looks like it's in the right position--but yet none of the canvas elements render.  The culling mask seems fine, and I've tried moving the canvas around...still can't see it.

Has anyone had any success using Worldspace canvases with VDE?  Is there a better way to make a stereo GUI?

Where to position Worldspace Canvas for stereo GUI

June 3, 2015 - 2:16am #7

I was getting white screens when trying to diplay a 3D Model.

I realised putting a 3D Text next to the 3D model you are display helps to show it properly. 

But, this is an observation, not a fix. 

Qualcomm, why is this happening??

Where to position Worldspace Canvas for stereo GUI

May 5, 2015 - 9:25pm #6

I am also not able to get new GUI to display in world space either on device - although it shows up in-editor preview. 

Where to position Worldspace Canvas for stereo GUI

April 20, 2015 - 6:26pm #5

Are you sure this works?  I've moved the GUI way out in front of the camera while it's running in editor and still can't see anything.  The object is well out of the clipping plane.

At the very least there is a bug where the stereo camers don't inherit the settings of the AR camera, as you say.  Qualcomm needs to fix this.

Where to position Worldspace Canvas for stereo GUI

April 20, 2015 - 3:31am #4

lppier wrote:

Hi @stan, 

What exactly do you mean by 1 scene unit? 

And is it 1 scene unit away from where the AR Camera is looking at? 

I keep getting the object getting malformed, seeing bits and pieces of it in front of me? 

Am puzzled where to put say, a compass 3d arrow in world space... can anyone help? 

Lets say you have got camera at position 0,0,0 in direction of axis X

when you place your object at 1,0,0  it will be 1 scene unit away from camera 

If your object is 3D mesh and has some thinkness and pivot point is in the centre of the mesh, it will be cut in half. 

That may be something you are seeing. If you select camera and check camera component in inspector you can see there ner clipping plane. It is normal that camera cut away everything in the scene that is closer to camera than near clipping plane.

What is strange on ARCamera is that if you set near clipping plane to less than 1, say 0.1 near clipping plane gizmo in scene reflects it but AR camera does not render anyway anythign closer then 1. But you have no way to notice.

Just put everythign you have in scene further than 1 unit scene and check near plane on camera is not set to more than 1.

 

Where to position Worldspace Canvas for stereo GUI

April 20, 2015 - 2:59am #3

Hi @stan, 

What exactly do you mean by 1 scene unit? 

And is it 1 scene unit away from where the AR Camera is looking at? 

I keep getting the object getting malformed, seeing bits and pieces of it in front of me? 

Am puzzled where to put say, a compass 3d arrow in world space... can anyone help? 

Where to position Worldspace Canvas for stereo GUI

April 18, 2015 - 1:58am #2

Maybe you have found your answer meantime but I had the same problem with rendering object in intro scene with menu.

For me nothing was rendered apart from camera feed despite it look all fine in scene edit. After fiddeling with all layers and cullign masks and several other things I realized that AR camera just does not render anythign below 1 scene unit close. In editor you can set camera near clipping plane to lets say 0.1 and it shows in editor camera preview that everithing is fine, but it is not you have to move everything in you scene more them 1 unit far from camera regardles near clipping plane.

Also the field of view on camera is default 51 and when you design your scene like that your world objects may be out of view. Again in play mode in inspector it still says 51 FOV bu in reality it is something like 38.  Just set it about 38 in both cameras to get similar FOV in edit mode.

 

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