Home › Forums › Software Development › [Solved] Unity development pre-build offset
- This topic has 3 replies, 2 voices, and was last updated 6 years, 5 months ago by Jenny [Tobii].
- 26/10/2016 at 10:42 #5869Benedikt MayerParticipant
When I develop an application for windows using unity the Gaze is always offset to the top left corner.
I tried setting my DPI to 125% / 100% instead of 100%, but nothing changes.
Same for discovering the focused object via “GetFocusedObject()”, it doesn’t yield any reasonable results.
I don’t use any UI elements.
I have recalibrated the device and it works otherwise.
It suddenly works after building the application, but I can’t build every time I make a change.
The same is true for the example project with the spinning cube. It only works after building, never inside unity.
I’m using a windows 10 laptop with the newest unity and eyex software.26/10/2016 at 17:09 #5875Jenny [Tobii]Participant
Hi Benedikt (@banjo),
Since it works in standalone but not in the Unity Editor it does very much sound like a DPI issue. Windows 10 automatically sets a high DPI on high resolution screens so it is a bit tricky to change the correct DPI setting to override this behavior.
First, try changing the compatibility setting for the Unity Editor:
– Locate the Unity.exe file in a file explorer (probably located in something like C:\Program Files\Unity\Editor\)
– Right click the exe and open Properties
– Go to the Compatibility tab
– In the Settings section, check the “Disable display scaling on high DPI settings”
If that doesn’t work, try to set a custom DPI scaling level for all displays in Control Panel:
Use the Step 5 option and select a value of 125% (or 100%) DPI.
I hope this will resolve the issue!26/10/2016 at 18:18 #5876Benedikt MayerParticipant
Changing the compatability settings for the Unity Editor worked like a charm.
Thank you so much!26/10/2016 at 18:53 #5878Jenny [Tobii]Participant
Great news! Thanks for letting me know it worked out for you.
(And I should probably update our troubleshooting guide to include the compatibility setting as a preferred workaround as well :))
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