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Duplicate eye surface #111

Merged
merged 7 commits into from
Jan 27, 2016
Merged

Duplicate eye surface #111

merged 7 commits into from
Jan 27, 2016

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DuFF14
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@DuFF14 DuFF14 commented Jan 8, 2016

An attempt at making sure VRSurfaces have image effects/components copied to them.

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DuFF14 commented Jan 8, 2016

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).

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DuFF14 commented Jan 8, 2016

Attempts to solve #75

@JeroMiya
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This looks good to me on a sight review.

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DuFF14 commented Jan 27, 2016

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.
DuFF14 added a commit that referenced this pull request Jan 27, 2016
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.
@DuFF14 DuFF14 merged commit 5f01cf8 into master Jan 27, 2016
@DuFF14 DuFF14 deleted the duplicateEyeSurface branch January 27, 2016 21:56
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3 participants