Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

CameraColorOverlay Black OnEnable #2112

Closed
podgypig120 opened this issue Jul 21, 2020 · 3 comments
Closed

CameraColorOverlay Black OnEnable #2112

podgypig120 opened this issue Jul 21, 2020 · 3 comments

Comments

@podgypig120
Copy link

podgypig120 commented Jul 21, 2020

Environment

  • Source of VRTK (Unity Asset Store or GitHub).

VRTK Tilia Repo

  • Version of VRTK (Unity Asset Store/GitHub release number) (GitHub master commit hash).
    VR - Tilia

  • Version of the Unity software (e.g. Unity 2018.3.10f1).

2020.1b

  • Hardware used (e.g. Vive/Oculus).

Oculus Rift S

  • SDK used (e.g. OpenVR/SteamVR/Oculus Utilities).

Oculus Utilities/Integration

Steps to reproduce

When in Runtime, switching on any of the new movement prefabs in Tilia which call their own CameraColorOverlay causes the cameraColorOverlay to generate a new material which takes over the camera, making it black. This is an issue as I have a menu for the player to switch between Snap or Smooth rotate and Teleport or Vertical-smooth move.

The Teleporter and SnapRoate have their own CameraColourOverlay "Blink" children which causes this issue whenever they are enabled in the scene.

Expected behavior

When enabling SnapRotate or Teleporters Prefab or Vertical Blink (or any Tilia package with a Blink child), there is no affect on the camera view.

Current behavior

Tilia prefab for each movement is enabled, the camera goes fully black as the OnEnable generates a new material which overtakes the camera image. In default, this makes the camera go fully black with a new black material. A bool in the CameraColorOverlay inspector saying "generate new material on enable?" or similar would probably fix this problem.

@thestonefox
Copy link
Member

I can't recreate.

I added a teleporter and the SnapRotate axis move to a scene, disabled the SnapRotate gameobject

started the scene then turned off the teleporter and then turned on the SnapRotate gameobject

I saw no fade.

@podgypig120
Copy link
Author

Strange! It happens consistently for me, its 100% the OnEnable create new material. Anyway, you can ignore it and I can just extend the base scripts and overwrite if I need to I suppose

@thestonefox
Copy link
Member

you need to provide clear steps to reproduce it

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants