The plugin allows you to integrate your display calibration directly into a Unity Application.
In VIOSO Core
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.
- 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.
VIOSOcamera.csscript to each of your Camera Objects (
(!) The Camera for the main monitor (Display 1) should not contain the script, as it’s usually not part of the calibration.
Assets\Plugins\vioso\VIOSOWarpBlend.iniAdd 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
eyePointProviderParamto 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
VIOSOWarpBlend.ini files from Unity Assets/plugin/vioso to folder [your_build_path..]/_data/plugin/ next to
8. Launch your application and enjoy the integrated calibration.
- 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 use
Display.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. If you want to work around this limitation, and use digital compounds for example (Nvidia Mosaic, Surround, Eyefinity, Datapath..etc) you must configure split screen outputs for your project using a render texture for each camera, find here an example of this use-case.
- Make sure you only have one audio listener in the scene. Therefore, remove this component from all of your cameras except one:
- 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 Rzwhere 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
File > Build Settings:
- Please check
VIOSO_Plugin64.login 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
.vwffile and verify that the calibration index corresponds to the one you assigned in the
Does this plugin support URP / HDRP?
Unfortunately not. At the moment, It is compatible only with the built-in SRP (Scriptable Render Pipeline).