We need more information about how standard unity tools work with magic leap glasses. We want to use standard shaders for UI elements, but we get different results in the editor, in the magic leap and in the recorded video from the magic leap.
For example, rendering a black sprite with transparency. We can guess how it works, but can you clarify how to work with black so that it looks as expected.
Unity Editor version: 2022.2.3f1
ML2 OS version: Version 1.4.0-dev2 Build B3E.230810.09-R.028 Android API Level 29
MLSDK version: v1.4.0-dev2
Host OS: Windows
Welcome to the Magic Leap 2 Developer Forums. We are so grateful to have you here engaging with us.
Which photo is the editor and which is the ML2? Are the labels the names of the image files or names of the shaders used?
Is your goal to show a black image? A transparent image?
The top photo is a screenshot from the ML 2 camera.
The photo that is below is an editor.
Headers are the name of the shader with parameters, for example:
0.5(A) is the alpha value.
UIDefault is the name of the standard shader.
Sprite/NonSprite - whether to use your own sprite or the default one.
Black - if the color value is 0.0.0 (RGB).
Icon - if it is drawn as a separate sprite from the background.
Our goal is to show a black background with a transparency of 0.3-0.5. And can this be done with standard unity tools?
We also get different display results in the editor, in glasses, in screenshots from glasses.
Thank you for your time!
I think you might find some difficulties displaying black sprites on any additive light display, in order to achieve this effect you may want to look into the segmented dimmer. Global/Segmented Dimmer | MagicLeap Developer Documentation
I hope that helps,
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