I’ve just come across your channel as I’ve started working on a vr project, and I must say your content is really helpful and explained in such a way even I understand what’s going on. Thanks for this tutorial it’s been a boon for me as a few other channels were doing mirrors in a very convoluted way. Much appreciated
Thank you for the guide, always looking forward to your content! A previous content mentioned climbing tutorial which would very interesting to see made by you if possible. Your content is very easy to follow and build off-on !
Thanks for the kind words and enjoying the content. I've seen a few comments talking about climbing. I'm going to try working on it a bit this week and if progress is good, I'll get something posted about it soon!
First off, this is the first unity tutorial I've seen that i actually understand! So that earns you a subscribe😊 but when you move the mirror, you're moving it in unity and not in game. So when creating a hand mirror, how do you make it so that users can carry the mirror with them instead it being a fixed, immovable object?
In this example, it shouldn't drop performance too much. I'd say in most cases you should be fine, but if the mirror reflection isn't integral to your game, then playing with the rendering for the mirror might be a good place to reduce and save some processing power. If you're really stressed about it, you can try using the Profiler window to watch performance. learn.unity.com/tutorial/diagnosing-performance-problems-2019-3#
I was thinking of doing a full body tutorial first, but my time was limited and I'm way behind in posting things. This one may be a few weeks out. Stay tuned!
Hi, I haven't tried it yet but last time I tried making mirrors in VR with render texture, it didn't look the same in both "eyes". I read on it, it was called eye vergence point. So the farther I went from the mirror, the image in both lenses become more different. How did you overcome that?
stereo rendering it is much harder because it requires shaders and a lot of tweaking, as well as it also requires 2 cameras (aka 2x more performance) , for each eye. So all in all if you don't need it, please save your time and don't do it.
Thank you very much for the reply. I have found it the hard way. The problem is, even with the single pass rendering, the updated value of headset orientation is delayed enough to create a delay in the texture update of the mirror, which is not desirable for a proper mirror.
@@shinobi68 actually for me it works quite well, i am using instanced singlepass rendering for my quest 2 and running it on rx 6600 xt. rendering different camera to each eye and it works just flawlessly.
@@Cuwubiq WOW, then you are more skilled than I am. I don't want to ask for code because it is your solution but if you could tell me the research or your road to this solution, I'd be grateful. Also I think it will not work for me because we are still using the legacy render pipeline which doesn't support single pass instanced rendering. I will give my solution a go in URP to see if my solution works.
I truly appreciate that you're giving the silent majority a voice, but you did fail to comment "first" on this video. Breaking your current streak of 1. The silent majority loses 10 points for this failure.
came here after a particular part in bonelab where you look at a mirror and underneeth is the words "Warning what you see in the mirror is not a reflection it is a different rendered entity under no circumstance should you break the glass" Now i understand the joke. and in the world of bonelab/bone works this meta joke is also littral. the thing in the mirror is in fact a creture pretending to be you. Nightmare fuel
I can't thank you enought. Subscribed.
Thank you for the kind words and subscription! Cheers!!!
I’ve just come across your channel as I’ve started working on a vr project, and I must say your content is really helpful and explained in such a way even I understand what’s going on. Thanks for this tutorial it’s been a boon for me as a few other channels were doing mirrors in a very convoluted way. Much appreciated
Excellent and helpful guide, thank you!
Glad you enjoyed it!
Thank you for the guide, always looking forward to your content! A previous content mentioned climbing tutorial which would very interesting to see made by you if possible. Your content is very easy to follow and build off-on !
Thanks for the kind words and enjoying the content. I've seen a few comments talking about climbing. I'm going to try working on it a bit this week and if progress is good, I'll get something posted about it soon!
@@FistFullofShrimp you saved my life
That was so helpful, thank you so much!
Glad it helped you!
Awesome tutorial thank you :D
You're very welcome!
nice tutor,,,, cant u make climb tutorial?
I'll attempt it this week! Cheers and thanks for watching
Thanks for the guide it helped me alot 😁 any chance you can make a guide to vr climbing? Please
Thanks for watching! People keep asking for this, so I think I'll take a crack at it this week! Cheers!
First off, this is the first unity tutorial I've seen that i actually understand! So that earns you a subscribe😊 but when you move the mirror, you're moving it in unity and not in game. So when creating a hand mirror, how do you make it so that users can carry the mirror with them instead it being a fixed, immovable object?
What if you look at it from an angle?
is not work, beacuse it need a script function.
Simple and efficient.
Tell me how much does performance drop?
In this example, it shouldn't drop performance too much. I'd say in most cases you should be fine, but if the mirror reflection isn't integral to your game, then playing with the rendering for the mirror might be a good place to reduce and save some processing power.
If you're really stressed about it, you can try using the Profiler window to watch performance.
learn.unity.com/tutorial/diagnosing-performance-problems-2019-3#
@@FistFullofShrimp Thank you!
Can you make a tutorial on how to do a vr full body? As it would work well with this video.
I was thinking of doing a full body tutorial first, but my time was limited and I'm way behind in posting things. This one may be a few weeks out. Stay tuned!
Hi, I haven't tried it yet but last time I tried making mirrors in VR with render texture, it didn't look the same in both "eyes". I read on it, it was called eye vergence point. So the farther I went from the mirror, the image in both lenses become more different. How did you overcome that?
stereo rendering
it is much harder because it requires shaders and a lot of tweaking, as well as it also requires 2 cameras (aka 2x more performance) , for each eye. So all in all if you don't need it, please save your time and don't do it.
Thank you very much for the reply. I have found it the hard way. The problem is, even with the single pass rendering, the updated value of headset orientation is delayed enough to create a delay in the texture update of the mirror, which is not desirable for a proper mirror.
@@shinobi68 actually for me it works quite well, i am using instanced singlepass rendering for my quest 2 and running it on rx 6600 xt. rendering different camera to each eye and it works just flawlessly.
@@Cuwubiq WOW, then you are more skilled than I am. I don't want to ask for code because it is your solution but if you could tell me the research or your road to this solution, I'd be grateful.
Also I think it will not work for me because we are still using the legacy render pipeline which doesn't support single pass instanced rendering. I will give my solution a go in URP to see if my solution works.
@@shinobi68 i actually learned it from this demo video, he left a link for that project on github in the desc. hope that helps
i did everything right and it just renders solid color. help?
Well, not good done. 🌚 This mirror don't behave like a mirror, but it's easy to implement.
Awesome tute bro! Keep it going, but don't bother with a climbing tutorial. The silent majority wants digging.
I truly appreciate that you're giving the silent majority a voice, but you did fail to comment "first" on this video. Breaking your current streak of 1. The silent majority loses 10 points for this failure.
came here after a particular part in bonelab where you look at a mirror and underneeth is the words "Warning what you see in the mirror is not a reflection it is a different rendered entity under no circumstance should you break the glass" Now i understand the joke. and in the world of bonelab/bone works this meta joke is also littral. the thing in the mirror is in fact a creture pretending to be you. Nightmare fuel
I didn't notice this during my run in bonelabs, but it's a solid joke! I'll have to replay and keep an eye out for it.
pp
pp
@@FistFullofShrimp pp