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Brian ChasalowParticipant
you don’t drag the icon over to the other screen- you drag the unity app window to the 2nd screen, and then run it. cmd + f should toggle fullscreen, also. not sure about the lighting thing though… are you using the uh, very latest version that just came out, 3.4.1? or 3.4.0? i haven’t tested 3.4.1 yet.
Brian ChasalowParticipantdid you really feel the need to post a second time in a new thread?
Brian ChasalowParticipantwell, this is curious. the syphon output plugin actually ignores any materials- it is simply blitting to a texture, and uses a ‘safe’ material that is script-generated to handle the ignoring-lighting bit. not sure what would cause this. what version of unity you using?
on that note, i would make sure that your ‘safe’ material is getting generated/called properly…
Brian ChasalowParticipanti’ve tried this before and determined that syphon does not support church environments
Brian ChasalowParticipanthave no idea. is it possible you’re running different version of syphon framework in the latest Unity implementation than what vdmx uses internally? not sure what they’re using. vade/bangnoise would have a better idea on that end.
Brian ChasalowParticipantthis looks cool: http://www.amazon.com/gp/product/B004IF6I1S/ref=as_li_ss_tl?ie=UTF8&tag=tonymacx86com-20
afaik it ‘just works’ on a hackintosh, havent tried it tho.
Brian ChasalowParticipantfirst thing- does the unity server show up properly in simple client or syphon recorder ?
also, what version of unity are you using? are you using a built app or just in the editor?
can i see a screenshot of what you’re doing in b8?Brian ChasalowParticipantBOOM
Brian ChasalowParticipantawesome. thanks tom. will take a look at it in a bit. B
Brian ChasalowParticipantoo, interesting! Will poke at float textures in a bit. do you have an example of FBO -> PBO readback that I could take a peek at / hack apart? can go to email if necessary. thanks!
BBrian ChasalowParticipantJust as confirmation- the Unity plugin is indeed setup to serve using the app’s resolution, so if for instance you start your Unity app at 1024 x 768 in a window, set everything in VDMX to that and go from there.
Brian ChasalowParticipantI am curious about this being a Unity programmer and and having just myself toured with VDMX for the past several months, esp regarding performance-testing on the new macbook pros.
One thing I would try if i were you: test to see if the unity application itself is lagging itself when you fullscreen VDMX. Try to fullscreen vdmx on an external monitor, and watch the Unity application (hopefully a somewhat basic scene) itself on another monitor. if the unity application appears to lag, remove the syphon server script in unity, rebuild, and test again. I’m curious to see if unity’s ‘run in background’ support is not quite 100%, aside from any Syphon-specific issues.
Brian ChasalowParticipantthis is possible, and i’ve done it before, but i don’t have an example offhand of how to do this as this particular code is part of a larger project I’m working on. If I get time maybe I can separate it from the larger whole. it’s also unfortunately a little more complicated as you would have to change the plugin to support multiple servers.
To support multiple servers: you would write an obj-c method that initializes the server, taking in a string name in Start(). that method would return the instance as a void pointer, (IntPtr in C#), back to unity, so that you could keep track of your multiple instances as IntPtr references.
Once you have multiple syphon servers created, you just need to send your NativeTextureIDs + the IntPtrs (server instances) back to the plugin to publish the servers.
good luck!
BrianBrian ChasalowParticipantthis is now fixed- download the latest revision from the SVN to properly view the demo scene. let me apologize for that- it’s totally my fault and the bug had probably existed for some time, i didn’t enable the .meta flag for SVN support.
Brian ChasalowParticipantk looking at fixing that, thanks for reporting it.
brianBrian ChasalowParticipantyou could use SyphonScreenCapture to capture ParticleView and send it to vdmx, but that seems like your only option as ParticleView is apparently not open source.
Brian ChasalowParticipantPlease describe your remaining issues in more detail so I can pinpoint the problem. I may need to check a flag in the .unity file to turn on svn versioning so the example can work more smoothly, I dont recall if I set that
Brian ChasalowParticipanta fix for this i believe has been uploaded to the SVN. check it out and see if it works.
Brian ChasalowParticipantthat bug is halfway-unsolved, but I have a temporary workaround completed I’ve yet to post as it’s a bit of a pain in the ass. Next time I update the repo it will have the fix for that up there. The bug relates to shared renderqueues between objects at the point in time it’s grabbing the FBO.
Brian ChasalowParticipantI understand you’re talking about Unity- Yes. it’s a bit more difficult, but basically, you render a second camera to a renderTexture and do something like camera.targetTexture = myRT, and then pass that rendertexture’s nativetextureid to the plugin.
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