There are two ways of rendering for VR in Play: using actual geometry or using two pre-rendered panoramic images (one for each eye).
Geometry PRO - you can move your position in the scene.
Geometry CON - Performance and Image quality might be worse than with ‘panos’. See our recommendations for file specs here)
Pano PRO - Higher quality images because you can pre-render beautiful images from your software of choice.
Pano CON - limited to one fixed position.
Import this scene to follow along and test in VR. Import ID: 15252104 (How to import a project with it’s ID)
VR Camera Specs:
Scale - Makes your positional movements greater (more amplified) or less amplified
Resolution - This is to help you tweak performance on mobile, It is crucial to make sure your experience is running at 60 fps, so if you’re not, keep pushing down the resolution until it is. Frame rate is more important than resolution! This should only be a factor for mobile.
Reset - Resets the position. Wherever you are looking, if you hit reset, the world will be centered there.
Exit - Stop presenting to the HMD (Head Mounted Display).
Delay - Specifies how long the user has to stare at a trigger object in order to fire the click event.
Threshold - The degree amount that the user has to keep head rotation inside of while implementing a gazeClick.
Projection - The near and far clipping plane, just as in normal camera.
Percentage - How close the user is from firing the click event, based on the delay.
A few Gotchas:
When viewing in VR, not all headsets will automatically present the scene, so click on the VR icon in the top left to begin.
If you have gaze clicking enabled (in the camera settings) while you are editing, it will fire a click event into the editor if your mouse is left over your trigger object. Keep it disabled while you are editing for sanity!