From the course: Unity: Building VR User Interfaces

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To the edge of vision

To the edge of vision - Unity Tutorial

From the course: Unity: Building VR User Interfaces

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To the edge of vision

- [Instructor] All right. Now that we've got our test texture in our VR application, we've noticed a few things. This is an output from the screen buffer to better help us understand what's going on. The first thing you'll notice is that the left eye texture and the right eye texture has more information to the left, and less information to the right, if we're talking about the left texture, and the inverse for the right eye texture. This basically means that we can't really trust the extents of our rendering, or this particular texture, as the extents for UI in VR. Similarly, you'll see that the top of this texture and the bottom of this texture has differing height information. There's more information per pixel available at the bottom of this texture. So that means we can't really trust the Y axis extents either. The other thing I noticed while I was in VR, is that the five, the center point of this texture,…

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