Slate Forums › Support › single pass rendering
Hi,
I’m targeting android / GearVR as platform and I just switched to single-pass rendering… and somehow it’s not working with slate.. any help?
outside from the cutscene everything is working fine, but as soon the cutscene starts I have only a black or a white screen.
In the editor although it’s working fine only if I build and run the application….
Hey,
Hmm. It’s important to remember that the cutscenes, are rendered from a different camera, that being the one found under the “@Director Camera Root / Render Camera”. So I think it might be that some settings in that “Render Camera” are not as they should be for the target platform (for example “Rendering Path”), but of course you are free to change them as you wish. Or maybe there is an image effect you’ve added there that is not supported by target platform?
Can you please check the “Render Camera” settings, and let me know if that is indeed the case.
Thanks.
Join us on Discord: https://discord.gg/97q2Rjh
Sorry for my late reply… I tried everything but The Render Path is set properly
and like I’ve said when the “normal” Main Camera is set.. everything works fine but as soon as I enter the cutscene the screen turn complete Black (on the right eye) and white (on the left eye)
do slate change somehow the shaders??
Hello again,
Hmm. No, Slate does not alter any shaders in any way.
Does the application work in the Unity Editor as expected, but only encounter the problem in build?
Does the application work without “single-pass rendering” feature enabled?
(By the way, I read in the Unity manual, that the the single-pass stereo rendering is a feature for PC and Playstation 4 only)
What Unity version is this happening on?
Let me know.
Thanks.
Join us on Discord: https://discord.gg/97q2Rjh
Hi Gavalakis,
The Unity Version I’m using is 5.6.1
and yes the application works fine in the editor only on build I have the 2 black and whit screen (one on each side)
and yes again the application works in editor and in build as well without the single pass (in Multi pass)
and finally also yes if I exclude the cutscene, the application works in both editor and build with “single-pass rendering”
as for what you have read in the manual, I’m a little confused now because both in the official Unity Forum and in the Oculus manual and in the ARM Guide for Unity Developers every where it has been said to use single pass rendering for VR
last thing in unity anyway it’s written if the device do not support single pass, multi pass will be used instead automatically
so in both case it should work.. which it does like i said only one the cutscene start’s
(I have 2 scenes which are identical, only in one the cutscene starts on awake and in the other one there is no cutscene at all)
the scene without slate is working with single pass normally and the other one not. also if I disable the cutscene in the one scene it works then normally.
Hello,
Thanks for the follow up and extra information.
Since when a cutscene is starting the “MainCamera” is disabled and the “Render Camera’ is enabled, it definitely has to do something with that new camera that is getting enabled, and rendering black. I have tried finding more information but to no avail as of why this may have been happening unfortunately, but I am still looking at this.
In the Director Camera Root gameobject, and in the Director Camera component inspector, there is an option to “Set Main When Active” is that option enabled for you and if not can you try enabling it. This is but an assumption in the case if Unity is doing some auto-magic things only for the “Main Camera”. With the “Set Main Camera When Active” Slate will set the Render Camera as Main Camera when a cutscene is enabled.
Once again, this is but an assumption and it might or might not work.
Please let me know if it does.
Also, about the manual part I read, it was [HERE], where it says:
“Single-Pass Stereo rendering is a feature for PC and Playstation 4 based VR apps.”, but maybe this page is not updated.
Thank you.
Join us on Discord: https://discord.gg/97q2Rjh
Hi,
sorry for my late reply. the option Set Main When Active is and was enabled.
and again it’s working outside slate. i tried it now many times. before the cutscene starts its working.. but once the cut scene start i get a black and white screen.
Hello again,
Just to clarify and confirm, does your application works correctly if you disable the Camera Track of the cutscene? (of course there will be no camera shots, but only for the shake of confirmation).
Thank you!
Join us on Discord: https://discord.gg/97q2Rjh
hi Again
I don’t know if I understood you well, but my application works fine with the regular main Camera. (if the main Camera is active and the Director Camera Root and the Render Camera are disabled)
Hello again,
I am really sorry, but I don’t currently have access to GearVR to test exactly what could go wrong here, (although I will order one soon).
Is using Multi-Pass Rendering an option for you until I find out the cause and thus the fix to this problem?
Thank you.
Join us on Discord: https://discord.gg/97q2Rjh