Additional Support
Known Issues
The Unity 6 Render Graph is not yet supported
Changing the OS display settings (i.e. window arrangement) after casting to the Looking Glass can cause issues
3D cursor isn't supported in URP
Initial frames recorded with the Quilt Capture component are black while calibration is initialized
(Unity 2021) Scenes do not have full lighting when they are built but not open
(Windows) Having the taskbar show on your Looking Glass device will offset the center of the 3D scene - it is recommended that you hide your taskbar on the Looking Glass.
(Linux) The editor preview window may use an incorrect position in certain OS display arrangements.
(Mac) Builds resize and reposition for a few seconds before appearing on the Looking Glass
Troubleshooting
Output additional logs
An lkg-settings.json
file can be used to output additional logging information in a user-configurable manner. This is useful when debugging. It works in both the Unity Editor and builds.
The LKG Unity Plugin searches for it to be next to (not inside of) the Assets folder, to affect your project during development in the Unity editor, or next to your Unity build's main executable, as a plaintext file named lkg-settings.json
.
Default Example
By default, there is no lkg-settings.json
file. To populate the default file, you may select through the top menu bar in the Unity editor, LookingGlass โ lkg-settings.json โ Reset
, and it will be created (if needed) and reset to the default values for you. This makes it easier to edit, since you can see the fields and customize them as you see fit for your own project and workflow.
The default lkg-settings.json
should look like this:
Fields
The lkg-settings.json
format corresponds to our C# struct, LookingGlass.LKGSettings
, which is documented in the C#-XML documentation comments.
For easy access to viewing
LKGSettings.cs
, you may use the following default shortcuts if you're developing on Windows:
Visual Studio: Ctrl + T to search for codebase symbols, "LKGSettings" should appear.
VS Code: Ctrl + P to search all files by name, "LKGSettings.cs" should appear.
Note that for ease of human editing, any enum values stored in
lkg-settings.json
are stored as their enum value string names.Thus, for example, the C# value of
BridgeLoggingFlags.None
will be serialized in the JSON file as the string,"None"
, rather than0
.
loggingFlags: (string (C#: BridgeLoggingFlags enum))
Determines how much is logged with LKG Bridge by default, when using the LKGDisplaySystem (and internally, BridgeConnectionHTTP).
queryingLoggingFlags: (string (C#: BridgeLoggingFlags enum))
Every couple of seconds, LKG Bridge is queried for the most up-to-date LKG displays connected to your system.
This overrides the amount of logging specifically for these API calls (over
"loggingFlags"
), since these calls can easily spam your Unity console/log file.
enableHologramDebugging: (bool)
Determines whether or not hologram debugging snapshots can be taken.
hologramDebuggingKeys: (string[] (C#: UnityEngine.InputSystem.Key[]))
The keys to press that will take a hologram debugging snapshot, if hologram debugging is enabled (
"enableHologramDebugging"
must be set totrue
).
skipUserGameViews: (bool)
When set to
true
, this forces non-Preview GameView windows (The user's GameViews) in the Unity editor to NOT have their resolution automatically match the Looking Glass.This may be useful for example if you are developing with a high-resolution Looking Glass, but do not wish to slow down your Unity editor to render high-resolution GameViews.
3D image off-center in Editor
On Windows, if your 3D image is off-center, this is likely due to your taskbar being present on the Looking Glass device. To disable your taskbar, open "Taskbar Settings" on Windows and, under "Multiple displays," untoggle "Show taskbar on all displays."
If, for whatever reason, you're unable to hide your taskbar, you may use the Center Offset slider on the HologramCamera.cs component to adjust the center manually. This will only affect the editor and won't cause any issues in builds.
Manually choose position of the Looking Glass window
There are some edge cases where our windowing solution will position the Looking Glass window incorrectly. To circumvent these cases you can try manually specifying the window position. Open your assets tab and click "Create" you'll see there's an option for "Looking Glass" -> "Manual Preview Settings"
Once you've created the Hologram Camera Preview Settings you can check "Manual Position" and then modify the X and Y position. 0,0 is the bottom left of your main monitor. If your Looking Glass display is located to the right of an HD (1920x1080) monitor then the X and Y position would be 1920, 0. Since you're shifting it 1920 pixels to the right, and 0 pixels up or down. If your monitor is to the left of your main monitor, the X offset would be negative resolution of the looking glass display. For a Portrait, that would be -1536.
Helpful Links
For support, join our Discord, email us at developer@lookingglassfactory.com
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