Fix the VR Renderer For Worldspace UI Elements
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- Dominant language
- C#
- Stars
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- 2d 17h
- Merged PRs (30d)
- 49
Description
Is your feature request related to a problem? Please describe.
I have been trying to use UIs in worldspace in VR. I was told to setup things in a specific way (If I don't want to use a million render textures) but the solution of "Set Fullscreen and Billboard off on the UIComponent" fails in VR. It does not work partially, it completely and utterly fails to render anything on the screen.
Describe the solution you'd like
I managed to get the UI Elements rendering inside of VR
There's good news and bad news; the good news? I was able to use the demo scene in VR! The bad? I had to use only my right eye because the left would have a wrongly rendered image. Specifically, there was a discrepancy between where the UI should be and was.
I believe the way in which I managed to get rendering working is part of why this is
Specifically, I found that setting the UIRenderFeature to the opaque render stage is what did it. However, i'm at a loss and don't know how to get a proper VR image out. It's very close but the left eye's just too offset to be good.
Is there anything that can be done to fix this issue?
I am extremely willing to push development on the VR end further and have started making a few things; specifically a system that uses raycasts to simulate pressing items on the page in VR. However, I am hoping for some help on the UI rendering side. I'm on a bit of a deadline and really want to use Stride3D as the VR engine for the research i'm doing!
To me, this is especially time sensitive as i'll be showcasing my project as part of an operating system project for a research paper; i'll be demoing it this March in Japan and would love to use Stride3D (As i've gotten most of the code done) but this acts as one of the biggest issues stopping me.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with UIRenderFeature, the UIComponent settings, and the demo scene described in the issue. Reproduce the worldspace UI in VR, compare the opaque render stage with the current stage, and investigate the stereo eye offset. Done means the UI renders correctly in both eyes without requiring a million render textures.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- ar-vr-xr, computer-graphics
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100