Forum Discussion
larstel
1 year agoStart Member
Immersive Debugger spams error message
Hello Community,
i try to use the Immersive Debugger in a Unity 6 project. But i do not get to manage that the following error message disappear:
"In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None."
My guess is, that the error appears because of the debugger itself. The error will not be printed in the Unity Log if i start the application with the Simulator (but it will also appear in the Immersive Debugger Log).
Has someone an idea whats wrong?
14 Replies
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- MetaStoreHelpCommunity Manager
Hi there, thank you for reaching out.
Please reach out to our Developer Support team for further assistance. They can be contacted here
Hope you have a lovely day!
- laurent.becherelMeta Employee
Hello and thanks for reaching out. Some quick question to larstel and monadave .
We reckon the Render Target Texture creation in the Immersive Debugger OverlayCanvas failed. Looking at Unity's code, this could be due to some legacy incompatibility with the rendering pipeline. We have not experienced this issue but if we manage to repro it, we could probably quickly fix it or give you a work around.
Could you give us a bit more information about your project:
- Rendering pipeline (URP? Built-in?)
- Any specific change to any texture format being setup in your rendering pipeline that would differ from a default Unity project?
- Vulkan or OpenGL?
- Which Meta XR SDK version are you using? (v69, v71?)
Thanks for any information you could provide that could help us pinpoint the source of the issue.
Cheers!
- Chr.iseHonored Guest
Hello,
I do have the same issue.
- I use the URP pipeline
- I simply enabled the Immersive Debugger but did not change further parameters
- I use Vulkan
- I use Meta XR SDK version v71Would be happy to learn of a way to fix this.
Kind regards,
Christian
- laurent.becherelMeta Employee
Hello again Chr.ise , monadave , larstel,
We're still investigating the issue, it appears that part of the Immersive Debugger (and probably the OVROverlay) is relying on some older graphic API that may require (when using URP) this checkbox to be ticked (excuse the chaotic red outline!):
This is not the fix to the issue, but it may be a work-around. Could you try it on your side and tell us if you see any change?
Thanks a lot for your help in our investigation.
- larstelStart Member
Hi laurent.becherel,
sorry for my late response and thanks for still trying to figure this problem out!
Here some informations about my setup:
- URP
- Vulkan
- Meta XR SDK v71
Indeed, ticking the checkbox helps to end the error messages! Thank you for this finding!
Only one minor problem remains. The visual pointer to show where you are pointing at the UI is not working correctly. Most of the time the visual pointer is not present. Sometimes it appears for a fraction of a second.
Nevertheless, this is a great step foward 🙂
- laurent.becherelMeta Employee
Yes, we've got a big list of fixes (and some cool improvements) coming in for a future version. For the cursor not working well, I reckon it could be because of the following:
- Maybe you do not have an input source in your scene (like using the controller tracking building block for instance), or maybe there is a conflict between an InputModule in your scene.
We've revisited how we treat input altogether for Immersive Debugger to avoid these conflicts and inconsistencies, but that's for a future version.
- sinothExplorer
This is still a problem. Unity 6000.0.41f1, Meta v74, basic URP project. Immersive Debugger spams the "Render Texture must have a depth buffer" message, which goes away if you turn on compatibility mode. It would be great if we could use the immersive debugger without compatibility mode.
- dave.saneHonored Guest
Still a problem on Unity 6000.0.41f1, Meta v76.
- david.gallardoExplorer
The issue is still here this Meta v76 on unity 6.0.48
Enabling the compatibility mode avoid the spam (as a temp fix), but there is still a couple of other warnings, but at least they are not spamming. - RMAEloyHonored Guest
Hi, excuse my English. The same thing was happening to me until I used a "custom render texture." I got an error telling me to regenerate nodes. After doing that, the message with the "render texture" and "custom render texture" disappeared. I just started with Unity, sorry if what I say is not relevant.
- david.gallardoExplorer
I think you're off-topic here. We're discussing an issue with the immersive debugger, but you're referring to a problem in your own code. We're not using render-to-texture ourselves, the immersive debugger is (though it's unclear why :)).
- laurent.becherelMeta Employee
Hello! Thanks for your interest in Immersive Debugger, and sorry for the inconvenience with this issue. We haven't yet resolved the underlying issue with the version of OVRCanvasOverlay that Immersive Debugger is using (it doesn't cope well with Unity 6 as you've seen). The RT is used by the Canvas Overlay, and that's to reproject at a higher resolution the UI into a cylinder. It serves two purposes : improves readability, and makes that cool curvy effect (similar to the OS style).
In the meantime, here are two work arounds:
- As already mentioned above, enabling compatibility mode will solve this issue, but I understand it's not great if you don't want this.
- In v74 or v76 we added the possibility to turn off the Overlay which should help with this issue. At the cost of losing the high rendering quality for the text and the curvy effect.
Hope this helps
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