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!