Hi, I'm having a problem with Google VR SDK 1.0 and world space canvas. By default, the GvrViewerMain prefab has Distortion Correction turned on, which is good. Problem is, when it is on, World Space Canvas GUI elements are rendered on top of all non-transparent objects in the scene. Image for clarification:
When the Distortion correction is turned off, everything is rendered as expected:
I tried investigating the issue, and a lot of answers include diving into shaders, which is something I understand very little about, and would like to avoid learning at the moment. Has anyone here encountered this issue, and can offer a simple solution, before I start going through shader tutorials?
Thanks in advance.
UPDATE: This only happens in the editor, and not on the device (Android build). Problem solved, sort of... I'd still like to know if anyone has a solution for this. I don't want to find out it's broken on iOS when I eventually get there...
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
3 People are following this question.
Canvas button with 2 functions onClick must be pressed twice for 2nd function? Will not disappear?
Strange UI Button hover offset when using Worldspace Canvas in VR
Show and hide a canvas on a button click.
Problem with a button
Fading objects to transparent - Apply shader with a script?