Hello there, just wondering if there’s any way to have Widgets (2D) and Debug rays to render correctly on Oculus Quest when using Mobile multi-view rendering. My current issues are:
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Widgets are currently only rendering on the left eye (I’m using an animation opacity widget to simulate a camera fade in/out, which cannot be done with 3D Widgets).
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Debug rays are rendering in slightly different locations in each eye, creating a strange visual effect. I am using these to serve as a laser pointer for 3D Widget Interaction, if you think I should do these differently I’d appreciate any feedback.
If I deactivate multi-view rendering I don’t have any of these issues but I know it’s a bad choice in terms of CPU performance optimization, so I’d rather find ways to fix them.
Thanks!
You’ll need to recreate this yourself annoying but does not take too long. There are lots of tutorials online for creating it.