Forum Discussion
MC2_Comunicazio
7 years agoHonored Guest
[unreal engine] Unreal with oculus integration: light quality different after packaging
I integrated my project with the oculus plugin, to have access to the functions needed to be able to publish it, but after the integration I found a couple of serious problems.
The splash screen between the loading of one level and another, instead of standing still as it should, towards the end of the loading, begins to flash, until you have an epileptic fit.
The most serious problem, however, is the rendering of lights and shadows after packaging:
When I play the game from the editor, the lights work properly, as I see them after the lightmap build.
After I packed the game instead, the shadows of the lights are too black, as if the diffused sky light were missing, making it almost impossible to see anything in the areas in a bit of shade.
The project is obviously in forward shading, but it has always been, and has never given problems.
The splash screen between the loading of one level and another, instead of standing still as it should, towards the end of the loading, begins to flash, until you have an epileptic fit.
The most serious problem, however, is the rendering of lights and shadows after packaging:
When I play the game from the editor, the lights work properly, as I see them after the lightmap build.
After I packed the game instead, the shadows of the lights are too black, as if the diffused sky light were missing, making it almost impossible to see anything in the areas in a bit of shade.
The project is obviously in forward shading, but it has always been, and has never given problems.
1 Reply
Replies have been turned off for this discussion
- AnonymousTry changing your viewport renderer as per the instructions here:
https://docs.unrealengine.com/en-US/Platforms/Mobile/Previewer/index.html
matching whatever you are packaging with (eg: opengl3.1) to see if you are seeing the same effect then in the editor.
It's a known issue that since the editor renders with DirectX lighting on a opengl mobile project can look vastly different. This doc might also be helpful:
https://docs.unrealengine.com/en-US/Platforms/Mobile/Lighting/index.html
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device