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sayangel's avatar
sayangel
Explorer
9 years ago

MSAA break when toggling VRSettings

I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied.

I've also noticed odd behavior from ImageEffects when entering and then exiting VR. It results in a camera flip. Perhaps related?

Is something irreversible happening when toggling VRsettings true and then false?

MSAA looks fine at startup and when in VR:


MSAA after VRSettings = false:


I'm on Unity 5.6.0f3 and my scene is nothing more than a camera, the cube and plane, and a script to toggle VR:

  1. void Update () {
  2. if(Input.GetKeyDown(KeyCode.V)){
  3. enabled = !enabled;
  4. Debug.Log("toggling VR to " + enabled);
  5. VRSettings.enabled = enabled;
  6. } }

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  • Also image effects seem to be broken. Simple SSAO shows an upside down image when toggling out of VR:



  • sayangel said:

    I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied.

    I've also noticed odd behavior from ImageEffects when entering and then exiting VR. It results in a camera flip. Perhaps related?

    Is something irreversible happening when toggling VRsettings true and then false?

    MSAA looks fine at startup and when in VR:


    MSAA after VRSettings = false:


    I'm on Unity 5.6.0f3 and my scene is nothing more than a camera, the cube and plane, and a script to toggle VR:

    1. void Update () {
    2. if(Input.GetKeyDown(KeyCode.V)){
    3. enabled = !enabled;
    4. Debug.Log("toggling VR to " + enabled);
    5. VRSettings.enabled = enabled;
    6. } }


    Me too having same problem in Unity 5.5.3


  • This issue has been fixed and there is no reproduction with Unity 5.6.4p3. This was probably a bug in Unity
    5.6.0p3 that has been fixed since.



    Unfortunately I'm still suffering with this issue even in 5.6.2. Because of this issue my game looks awkward in Oculus


  • @NirmlRj

    If you were to try 1.19 version of oculus utilities, is this issue still present?


    Yes I still get this in 1.19
     :neutral:


  • NirmlRj said:



    @NirmlRj

    If you were to try 1.19 version of oculus utilities, is this issue still present?


    Yes I still get this in 1.19
     :neutral:



    I am using OVRCameraRig from Oculus Utilities 1.19.0 as I don't want any Input controllers all I need is to make player look around. ***Only Standard Shader is being used in my game***
  • Thank you @imperativity
       I tried with 2017.2.0 Unity version and no longer having flickering issues. But some thing  makes gameObjects's corners look non static when we move in game. I don't even know how to call/explain it. Can you take a look at that if I send you a very small video clip of that issue?