Previewing Unity in Volume

Dez edited this page Oct 15, 2016 · 3 revisions

There are several ways to preview in the Volume while you are creating your project in Unity:

Method 1) Simple, semi-effective:

Hijack Unity's Game View

This method works only in the editor.

It is possible to size and move Unity's Game View window into the Volume's projector and use it to preview your content. This can be error prone since depending on the size of your main monitor compared to your Volume's resolution and whether you are using OSX or Windows, behavior of the Game Window may not be uniformly predictable. The Volume tools WILL display the output at the correct pixel output, but the hard part is getting the Game View to maximize correctly and consistently on the secondary monitor/projector; this includes the annoying possibility of losing control of your Game View inside the Volume's projector.

Method 2) The recommended way:

Use the Volume caster window.

This method works only in the editor.

For best results, set "Edit > preferences > Colors > playmode tint" to white so that the window will not be greyed during play


  1. Go to System Preferences > Mission Control > Displays have separate spaces set to OFF (this will remove the OSX menu bar from the Volume's display). This will require a logout if it was previously ON.
  2. Use Hypercube > Caster Window Prefs to set the resolution of your Volume.
  3. Press -Save-.
  4. Move your mouse over to the Volume and press ⌘E
  5. If you want to close the caster window, also press ⌘E


  1. If it's open, close Unity.
  2. Connect the Volume.
  3. RMB on the Desktop > Display Settings
  4. Configure the Volume so that it's display is to the left of your main display. Align the top of it to the top of your main monitor. If that is not possible, align the bottoms.
  5. Start Unity.
  6. Open Hypercube > Caster Window Prefs
  7. Set the resolution of your Volume, and the "X Position": to -(Volume Monitor Width).
  8. If the Volume display is aligned with the top of your main display set "Y Position" to 0, otherwise if the bottoms are aligned set it to (Main Display Height - Volume Display Height).
  9. Toggle the caster window with Ctrl + E

Note: If the caster window is misconfigured, it is possible for it to block important Unity GUI elements. Close it with Ctrl+E.

Note: These settings will be saved, and from then on be able to open/close the window with the Toggle menu or hotkey.

Method 3) Complex way, with total control:

Use a plugin to manage a separate OpenGL window.

This method works in both Player & Editor, but it is not completely stable on Windows

Looking Glass provides a plugin that you can use to spawn a separate OpenGL window from Unity or your application. The Volume Canvas will automatically cast it's RenderTexture into the separate window, which you can configure using Volume > Window Prefs. The development of this plugin was stalled because of stability issues on Windows, but the OSX version is stable.

Method 4) The Virtual Way:

Use the PREVIEW Asset.

This is not a way to view your content in the Volume itself, but you can preview an idealized visualization of how it might look inside Unity by using the PREVIEW asset. Simply drag the PREVIEW.prefab into your scene, and it should connect automatically to the Volume Camera.

The PREVIEW itself can not be rendered by the Volume (it is purposefully set on a different layer).

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