Virtual Reality Supported: text shimmering / aliasing in GearVR
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts.
Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers.
I tried moving things around in case it was z fighting but it seems it is not.
I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference.
I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps.
I tried making the canvas and text huge and then scaling the canvas down to 0.05.
finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%.
But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.
Answer by getwilde · Aug 20, 2016 at 11:22 PM
I'm having the same problem. Any success on your end, @saldavonschwartz?
Answer by McSwan · Oct 05, 2016 at 05:19 AM
I couldn't completely get rid of it, but here's what I did to reduce the effect quite a bit. 1. Try to make the Canvas scale as close to 1 as you can - ie 0.001 to 0.023 seems to make a bit of a difference. 2. My scale was X - 0.008, y 0.016 - so the additional scale on the Y screwed up the font. Keep the scales even - ie x 0.023, y 0.023 , again closer to 1 is good - I tihnk it reduces floating point error 3. I put the Dynamic Pixels per unit to 10 and Reference Pixel Per unit to 1.
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