This is a fairly nefarious bug in Unity that was reported at Issue ID

681089 ([TEXTURE2D] TEXTURE2D.READPIXELS() FAILS IF RENDERTEXTURE HAS ANTI-ALIASING SET) and was causing some serious problems for my Panorama Capture plug-in, since it prevented me from enabling MSAA anti-aliasing. If I tried, it would cause my output renders to be solid black.

# Month: July 2015

# Unity Asset Store package: 360 panorama capture

VRCHIVE is a website (currently in alpha) for sharing static 360-degree panoramas and viewing them in VR. I was asked by VRCHIVE to create a Unity script to capture monoscopic 360-degree screenshots in-game (in both traditional and VR games) and upload them to the VRCHIVE website.

In addition to or instead of uploading, it can save the panoramas to disk as image files with equirectangular and/or cubemap projections. It is designed to capture high-resolution panoramas (typically 8192×4096) without causing FPS drops or other issues that are problematic in VR applications, and can be used both by developers and by end-customers who purchase their games.

**Install from Unity Asset Store** (follow included README to set up)

# Unity 5.x package: fade screen in/out

This is a little tiny package I whipped up for a friend who wanted to be able to fade the screen to black and then fade back in in a Unity 5.x application (this is particularly useful in VR since tracking issues are invisible when the screen is faded).

**Download:** Mirror 1 • Mirror 2 • Mirror 3

**Usage:** Create an empty game object, assign the ScreenFader script to it, and adjust the parameters. Leave “Fade in” checked. At runtime, when you toggle the “Fade in” parameter, it will either fade out (when disabling it) or fade in (when enabling it). It can be toggled from scripts, from Playmaker, or via the editor.

# Efficiently finding two vectors both orthogonal/normal to a given vector

This was a code snippet I did earlier for some work with light field mesh parameterizations. I had a normal vector and wanted to find two orthogonal vectors spanning the plane that the vector is normal to, in order to project another vector into it. This is an underspecified problem, as given one vector, there are many pairs of two vectors that are orthogonal to that vector and each other. This extra degree of freedom can be used to construct a numerically stable procedure that also uses less operations than computing a cross-product.

In the C# code snippet below, **n** is the input vector and **b1** and **b2** are the output vectors.

if (Math.Abs(n.x) >= Math.Abs(n.y) && Math.Abs(n.x) >= Math.Abs(n.z)) { b1.x = n.y / n.x; b1.y = -1.0; b1.z = 0.0; double d = n.x * n.x + n.y * n.y; b2.x = n.x * n.z / d; b2.y = n.y * n.z / d; b2.z = -1.0; } else if (Math.Abs(n.y) >= Math.Abs(n.x) && Math.Abs(n.y) >= Math.Abs(n.z)) { b1.x = -1.0; b1.y = n.x / n.y; b1.z = 0.0; double d = n.x * n.x + n.y * n.y; b2.x = n.x * n.z / d; b2.y = n.y * n.z / d; b2.z = -1.0; } else { // Math.Abs(n.z) >= Math.Abs(n.x) && // Math.Abs(n.z) >= Math.Abs(n.y) b1.x = -1.0; b1.y = 0.0; b1.z = n.x / n.z; double d = n.x * n.x + n.z * n.z; b2.x = n.x * n.y / d; b2.y = -1.0; b2.z = n.y * n.z / d; } // Optionally normalize b1 and b2 to unit length here