The plugin allows you to integrate your display calibration directly into a Unity Application.
In VIOSO Core
Perform a calibration with VIOSO 6 or Anyblend VR&SIM or VIOSO Integrate plus either in 2D (for static warping & single viewport) or 3D (model based for dynamic warping & multi-viewports)
After a successful calibration of your displays, export your mapping in the VWF format:
- From the menu bar, go to File > Export Mapping
- Select the VWF format.
- Uncheck the “use settings from file” and if applicable check the “3D” box .
- Choose a file name and path.
- Click on Export.
Click here to learn more details about how to export VWF files.
In Unity3D
- Open your Unity Project.
- Download and import “Multi-Projection Integration for Warping and Blending” asset to your project.
Click on “Import“
- Navigate to the plugin directory “Assets\Plugins\vioso” and add your mapping file (
.vwf
) to that folder. - Add
VIOSOcamera.cs
script to each of your Camera Objects (Assets\Plugins\vioso\VIOSOcamera.cs
)
(!) The cameras for uncalibrated displays (such as a monitor, secondary displays..etc) should not contain the script, as they will not have any warp and blend.
VIOSOWarpBlend.ini
Configuration:
OpenAssets\Plugins\vioso\VIOSOWarpBlend.ini
Add the parameters for your cameras as shown below:
calibFile=
: Name of .VWF file(s).name
: Name of the Camera GameObject in Unity.CalibIndex
: Assign the Index according to your VIOSO calibration.
Optionally, you can:
- Add your Pivot Point coordinates by editing the highlighted X,Y,Z parameters of the base matrix as shown below:
Base = [1000, 0, 0,0; 0, 1000, 0, 0; 0, 0, -1000, 0; X, Y, Z, 1]
(X,Y,Z)=(0,0,0)
being the center of the projection screen.
- Enable Dynamic Eyepoint by setting
eyePointProviderParam
to listen to a specific port using UDP protocol (i.e = port 999)
6. The Integration is now complete. You can preview it by running the player and switching between displays (see note 2 below). If everything looks good, Build your project.
7. Copy the vioso3d.vwf
and VIOSOWarpBlend.ini
files from Unity Assets/plugin/vioso to folder [your_build_path..]/_data/plugin/ next to ViosoWarpBlend.dll
.
8. Launch your application and enjoy the integrated calibration.
Notes
- Make sure you activate multi-display support in your Unity Application.
Unity’s default display mode is one monitor only. When you run your application, you need to useDisplay.Activate()
to explicitly activate additional displays.
Follow the Unity Manual https://docs.unity3d.com/Manual/MultiDisplay.html - The multi-display feature of Unity only runs in the built standalone application.
However, you can preview your displays in the Editor by running the project (Play button), then navigating through displays in the Game tab to see the different calibrated outputs:
- Unity’s multi-display system can enable only a maximum of 8 displays. Digital display compounds (Nvidia Mosaic, Surround, Eyefinity, Datapath..etc) can be used as a workaround to this limitation. You must then use single perspective 2D mappings or develop your own split screen method (see 4.)
- Unity renders by default a single camera per display, if you need to have multiple warped perspectives on a single display, you must configure split screen outputs for your project, for example using a render texture for each camera, find here a demo.
- Color space: The VIOSO plugin blending shader uses the Gamma color space, so make sure your project is not set to Linear.
Project Settings > select the Player category > Other Settings > Rendering
- Dynamic Eyepoint: Enable Dynamic Eyepoint in VIOSOWarpBlend.ini by setting eyePointProviderParam to listen to a specific port using UDP protocol (i.e = listen 999). The format of the coordinates is the following:
Px Py Pz Rx Ry Rz
where P is the position and is the rotation. For a simple test, you can use =sinewave to undulate all axes and angles in a loop, or download our Eye Tracker Simulator here. - You can manually add the following parameters to your cameras in VIOSOWarpBlend.ini:dir= [x,y,z] : Direction.fov=[x,y,z,w] : Field of view. They will be recalculated automatically and overwritten if bAutoView = 1.
- Make sure you build for
x86_64
Architecture so that the .dll libraries load properly.
File > Build Settings:
- Log message:
Fatal Error: Failed to load VIOSOWarpBlend
This occurs when Unity successfully loaded VIOSOPlugin.dll but not VIOSOWarpBlend.dll. A common reason is missing runtime redistributables which can be solved by installing our VIOSO software on the machine. - Please check
VIOSO_Plugin64.log
in the build directory \plugin to examine the status and errors of the integration.
Bug fix- Cameras not displaying in the correct order:
1st fix: Camera Target Display
- Select a camera.
- From the Inspector window, go to Camera > Target Display
- Select the corresponding display according to the index from the Windows Display Settings.
2nd fix: Camera Calibration Index
- Open the
.vwf
file and verify that the calibration index corresponds to the one you assigned in theVIOSOWarpBlend.ini
file.
FAQ:
Does VIOSO support URP / HDRP?
- HDRP: supported, you can download and install our beta post-process package from Github: https://github.com/Ahmed-jerbi/VIOSO-Unity-HDRP.
- URP: not yet supported.
What does it look like for volumetric effects and boundaries/frustrum culling?
We also tested volumetric light effects with Aura, which also worked.