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Unity: Scenes very, very dark on Oculus Go?

cngh_admin
Explorer

I have a PC VR game which I'm working on porting to Oculus Go. The biggest problem I have right now is that my scenes are incredibly dark, and I can't figure out why.

  • Tried removing the few realtime lights and going 100% baked; no change
  • Tried manually clearing lighting data and re-baking; no change
  • Tried changing all baked lights to realtime; no change
  • I read somewhere that Oculus Go has problem w/ Linear lighting so I changed to Gamma and re-baked; no change
  • Tried messing around w/ the Quality settings; no change
  • Tried changing all kinds of crap in the Player settings; no change

Here's what its supposed to look like: https://imgur.com/6G6z8wR

And here is the screenshot from my Oculus Go: https://imgur.com/fEbgFYv

NOTE: In the actual headset it is MUCH darker than this, and the background menu looks completely black instead of purple!

Here's another shot of how it should look in-game https://imgur.com/rksnsjX

vs how it actually looks: https://imgur.com/ywlzqJj

Any thoughts on how to fix this? Thanks.

1 ACCEPTED SOLUTION

Accepted Solutions

cngh_admin
Explorer
Whoops, I forgot about this.

Well, in case anyone else runs across the same problem, I'll list the solution here: I was using Deferred rendering. Whoops. 😐

View solution in original post

3 REPLIES 3

Halfspacer
Adventurer
If you crank up the lighting waaaay up and bake it - does it make a difference? If nothing changes the lightmap might not even be getting loaded in-game on the headset. My first thought was the Linear workflow too since it doesn't convert properly, but you scene looks way darker. 

Do you get any errors when you run it on your headset?
What version of Unity are you running? (& What render pipeline?)
And what shaders are you using?

pbmouse
Protege
What shaders are you using?

Some of the Unity mobile shaders and legacy shaders can have issues like this I've seen.

cngh_admin
Explorer
Whoops, I forgot about this.

Well, in case anyone else runs across the same problem, I'll list the solution here: I was using Deferred rendering. Whoops. 😐