Linux Proton fixes for VR mod - #24
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The bundled RenderTexture asset has a fixed resolution which causes blurry rendering at higher display resolutions. Create a new RenderTexture at Screen.width x Screen.height using the asset as a format template, so the UI renders at native resolution. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
uWindowCapture relies on Windows APIs that don't work under Proton/Wine. Replace it with: - Direct DaggerfallUI render-to-texture on the VR UI quad - Physics raycast for laser pointer interaction instead of uWindowCapture raycasts - DaggerfallUI.CustomMousePosition for hover tracking - Cleaned up commented-out debug code in SPC.cs This enables the VR UI to work on Linux via Proton. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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I went ahead and fixed the VR mod to work on my Linux Bazzite system and was able to overcome the 1080p screen limit and menu navigation. I have not regression tested on windows it so I listed the steps in case you want to try testing it. |
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Summary
Fixes for running Daggerfall Unity VR in Linux under Proton with the VR mod:
-Use screen resolution for VR render texture , instead of a fixed asset size, dynamically uses the screen resolution for the render texture, fixing incorrect scaling under Proton
-Replace uWindowCapture with direct render-to-texture, uWindowCapture is a Windows-only native plugin that doesn't work under Proton. This replaces it with a direct render-to-texture approach and physics raycast for UI interaction, making the VR UI functional on Linux
Test plan
Verify VR UI renders correctly on Windows (no regression)
Verify VR UI renders correctly on Linux under Proton
Verify render texture resolution matches screen resolution
Verify UI interaction via physics raycast works as expected