Hi UniCAVE community,
We have finally released a version of UniCAVE that supports the latter versions of Unity 2018. The new version has been tested on Unity 2018.3. Along with this, we have refactored some of the general structure of display prefabs and some of the code, to hopefully make it even easier to support the varying numbers of non-HMD VR display systems out there. Those familiar with the prior setups should be able to convert pretty easily, but we will be posting some additional documentation and guides shortly.
In addition, some new example scenes have been added to the UniCAVE_Examples repository, including a 360 video player example.
Those not ready / wanting to use the newer 2018 versions, the prior 2017 version (and 5.5) are still in the repository.
Feel free to e-mail email@example.com with any questions / feedback / thoughts.
Next up, we plan to add UniCAVE to the Unity asset store, and (unfortunately), it appears that some of the newer Networking components are already being marked as deprecated, so we will probably begin looking into how to do another networking conversion for when that has to happen. We also have an internal example of warp + blend working that we will aim to generalize and release in a next version. Please let us know of any additional features you could see being beneficial to UniCAVE.
Virtual Environments group at the Wisconsin Institute for Discovery (formerly Living Environments Laboratory)
Our VR research group continues work on UniCAVE and a top priority upcoming for us will be to handle the deprecation of the NetworkView component. Look for an updated version of UniCAVE for 2018 to come out in the near future that will have this problem solved, along with some additional features and example scenes.
A general update – the UniCAVE group is continuing to work on things behind the scenes, even though there haven’t been a huge number of commits, etc. lately. We are nearing the workings of a solution for Unity’s newer VideoPlayer component such that video will sync across CAVEs and other immersive display systems. In addition, we are working through a warp + blend solution that is nearing a working example case here at our lab. Both of these things will most likely be pushed to the repo in the future, with the VideoPlayer adjustments sooner. We also wanted to say a general thanks for the interest and questions we continue to receive about the project.
Those of you trying to work with DirectX stereo via the “Stereo Display non-head mounted” option, see requirements within the Unity documentation at this link:
Also – I have confirmed an issue that I have heard of from some users regarding multiple displays and the above mentioned stereo option – here is an official issue within Unity’s issue tracker regarding it:
I’ve locally confirmed that this happens on a new power wall we’re setting up – potential work-arounds until this is resolved:
– Try an OpenGL build with DLL injection
– For those using Quadro cards – use nVidia’s Mosaic mode to create a single display
– Attempt to use a different stereo technique (Side by Side, Top / Bottom) if your hardware supports this.
A user sent this link out regarding possible fullscreen issues that can occur in Unity – this could be helpful for some who are running into related issues. It appears “Reseting” the Player Settings may be a solution – as well as unchecking a Force D3D Exclusive mode checkbox.
In addition, with the latest version of Unity 2017.2, our previous tile-based Linux display needed to have it’s -screen-fullscreen flag turned from off (0) to on (1), to correctly render top-bottom stereo on a 20 panel display system (in this case the top bottom displays had to also be swapped on the prefab, but this was seemingly due to Linux desktop layout).
We’ve created a forum for UniCAVE users located here:
Feel free to post thoughts, recommendations, bugs, questions etc. here – the idea is it will serve as a supplement to the e-mail list.
It appears that Unity has accidentally left out the “Stereo Non-Head Mounted” option in the Virtual Reality Supported settings in a Unity 2017.2 release. More info on how to work-around this here:
And it sounds like it will be re-added in a next release:
Let’s hope so!
Colleagues at the Idaho National Laboratory have added a tool management system to the plugin to allow for improved navigation and interaction with UI elements!
We have added a new mailing list to help us better assist you with working with our plugin. Please email direct your inquiries to firstname.lastname@example.org
We have now added tentative support for the Microsoft Kinect. Check out this page to read about how to get it working on your system.