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Question by dblackman78 · Jan 16, 2016 at 06:48 PM · iosvrsdkgoogle

Left eye not rendering when setting Direct Render flag to false - iOS / Cardboard SDK

I'm trying to apply filters to my Cardboard cameras to ac$$anonymous$$eve blur effects etc.

Applying the effects w$$anonymous$$lst Direct Render is turned on (default) causes one image to be rendered across both eyes. I've read a couple of posts suggesting to turn off Direct Render to fix the issue.

T$$anonymous$$s works great for Android and renders perfectly. However, on iOS I'm just getting one eye rendered correctly, and the other is just black (see attached).

I've searched $$anonymous$$gh and low and can only find brief references to similar problems. Is t$$anonymous$$s a general bug, or somet$$anonymous$$ng odd in my set up? Anyone got any ideas? It's driving me mad.

Unity 5.3.1f1 Personal

Cardboard SDK v0.6

iPhone 6 running iOS 9

Xcode 7.2

alt text

img-5320.png (172.4 kB)
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Answer by dolims · Jan 17, 2016 at 05:00 AM

Can you specify your effect setup (w$$anonymous$$ch effects, settings, etc)? I can try to replicate locally to figure t$$anonymous$$s out.

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avatar image dblackman78 · Jan 18, 2016 at 12:53 PM 0
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The effects seem to make no difference - simply turning off direct render, even on the totally default Cardboard SDK demoScene, give me the same, single eye result.

Are there any other settings other than those set in Cardboard (maybe something in Unity itself) I can give you from my set up that might help?

I would massively appreciate any help

avatar image dolims · Jan 19, 2016 at 11:54 PM 2
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OK, I was able to reproduce this. It appears to be related to Metal. If I switch the Graphics API to Open GL (via Player Settings), then it doesn't happen. So that may be a workaround for the time being. The root cause still has to be determined...

avatar image dblackman78 · Jan 21, 2016 at 11:59 AM 0
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Thanks so much for taking the time to figure that out. I ran a quick build last night and switching the Graphics API has indeed solved the issue for now.

We're building an app to help families and friends of blind people to understand their condition. This was a big blocker to the feasibility of the project so not only have you helped me, you've potentially helped thousands of people all over the world :) Good guy, @dolims

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Answer by thejoebaldwin · Jan 24, 2016 at 04:04 PM

I am experiencing the same issue, Unity 5.2.2, Cardboard SDK 0.5.2, iPhone 6 and iOS 9.

Turning off Direct Render and HDR on Left and Right Camera causes only right eye to render. Switc$$anonymous$$ng to OpenGL does fix it for me as well, but FPS $$anonymous$$t leaves that as undesirable.

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avatar image thejoebaldwin · Jan 25, 2016 at 02:42 AM 1
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I found a workaround that may be another option for you depending on which image effect you're using. Under your Cardboard object -> StereoRender->PostRender, you are able to add image effects to this instead of the individual right and left cameras. Turn back on the direct render. I got this to work with the bloom effect... I wasn't able to use the higher thresholds that you get with HDR but I don't have a lot of white in my scene so was able to use complex mode and limit it to just that color. I couldn't attach an image so there's a pic here:

https://twitter.com/thejoebaldwin/status/691447697308413952

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Answer by jimprucey · Apr 22, 2016 at 07:23 PM

@Dolims thanks that worked for me.

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Answer by _creatio_ · Apr 22, 2016 at 07:01 PM

I had similar problem. I used Bloom Image Effect, 0.7 Cardboard SDK version and Unity 5.3.4f1. Only turning off "Multithreaded Rendering" in Player settings worked for me.

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Answer by bootman2005 · Jul 23, 2016 at 05:26 PM

I had the same issue, using blur effect with 'Multithreaded rendering' setting enabled caused only one camera to render. Upgrading to Unity 5.4.0f2 solved the problem.

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