As part of the theta360.guide developers community, we like to periodically give out a Community Thanks Award. This is awarded when someone in the forum provides a useful complete solution or helpful tip that provides usable information to the community.
It’s a modest gesture but we like to recognize members of the community when they contribute back.
I was using the wrong type of material, Lit, instead of Unlit. Additionally, I encountered a peculiar situation where I had to choose “Universal Render Pipeline/Unlit” rather than the standard Unlit option to render the inside of the sphere correctly, despite flipping the normals.
There is also a third finding to reduce the sphere distortion:
Initially, when I projected the 360º image onto the sphere, I noticed some distorted lines, especially around the plinth. I experimented with changing the shape of the sphere, making it more oval or even flattening some sides, but these adjustments didn’t yield the desired results. What proved to be more effective in reducing distortion was adjusting the size of the sphere. Ultimately, I settled on a diameter of 1f. While I haven’t yet determined a direct correlation between sphere size and lens type, through trial and error, I found that this size minimized distortion the most.
I’m actually in the process of preparing a test on a cheap AMD 5700u computer I bought for $269 new to see if it can handle Unity development. There’s no discrete GPU in it, so I’m curious to see if it can handle the Unity test.
To be completely honest, I’ve never been a big fan of forums. In my past experiences, I’ve rarely received replies, and topics often went unresolved indefinitely.
However, this community is different. I received a reply to my first post in less than 24 hours. That’s incredible! The dedication of the moderators and the willingness of users to share their work and findings are truly remarkable.
I’m grateful to have found you all,
And I want to express my gratitude to all the moderators and users for making this community so amazing!