Frequent flashing when playing UnityEditor in Spatial Labs View Pro

DaikiTamura
DaikiTamura Member Posts: 3 New User
edited October 25 in SpatialLabs

Hello. I am using Spatial Labs View Pro to view images on UnityEditor. The stereoscopic view itself is wonderfully achieved thanks to the careful developer documentation, but I am suffering from discomfort caused by the screen flashing violently.
Is this a spec? Or is this a glitch that happens only on my end?

Best Answer

  • DaikiTamura
    DaikiTamura Member Posts: 3 New User
    Answer ✓

    The Blinking was gone next day for some reason.

Answers

  • DaikiTamura
    DaikiTamura Member Posts: 3 New User

    The following error messages may be relevant :

    NullReferenceException: Object reference not set to an instance of an object
    Unity.XR.Acer.ShowFrustumGizmo.OnSceneGUI (UnityEditor.SceneView sceneView) (at ./Packages/com.acer.spatial-labs-sdk/Runtime/DynamicFrustum/ShowFrustumGizmo.cs:63)
    UnityEditor.SceneView.CallOnSceneGUI () (at <9ebc778a6d634deab4b52bba4afceb9f>:0)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <9ebc778a6d634deab4b52bba4afceb9f>:0)
    UnityEditor.SceneView.DoOnGUI () (at <9ebc778a6d634deab4b52bba4afceb9f>:0)
    UnityEditor.SceneView.OnSceneGUI () (at <9ebc778a6d634deab4b52bba4afceb9f>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

    GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    Rethrow as ImmediateModeException
    UnityEngine.UIElements.UIR.RenderChain.Render () (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.Panel.UpdateForRepaint () (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <7a9a3b5778c347b6839df652ebdc3172>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <757be09432284cd18660f117f30505e6>:0)

  • DaikiTamura
    DaikiTamura Member Posts: 3 New User
    Answer ✓

    The Blinking was gone next day for some reason.