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Duplicate eye surface #111
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I've added a VREye (with a VRSurface child) next to VRViewer in the VRDisplayTracked prefab. If the configuration calls for one eye, it uses this one and doesn't create any new objects at runtime. If the configuration calls for more than one eye (and there is a VREye found in the scene), it duplicates the VReye that is found, which also duplicates the VRSurface and all of its components and image effects that a developer might want on there for their game. Should probably add in some error checking for if the number of VRViewers or VREyes in the scene exceeds that number of VRViewers or VREyes expected from the DisplayConfig (same for VRSurfaces). |
Attempts to solve #75 |
This looks good to me on a sight review. |
This passed my tests, using a "Particles.unity" scene distributed with Unity's Standard Assets package. The image effects seem to work just fine (depth of field, vignette and chromatic abberation, color correction curves). |
…ked prefab as a child. Updated the VRFirstPerson.unity scene with this new prefab.
Adds a VREye and VRSurface to the VRDisplayTracked prefab, allowing image effects applied before runtime to be copied to any additional surfaces (cameras) at runtime.
An attempt at making sure VRSurfaces have image effects/components copied to them.