01-15-2021 09:01 AM
10-02-2021 04:01 PM
I see the same problem: being near to world origin is ok, but once I get even just 50 meters away, I start noticing Z buffer fights on practically every object crossing another one.
This makes me think that probably we need not move the character in the world, but the world around the player... which sounds crazy, but how else would you solve this?
10-04-2021 03:42 PM
Not that crazy. There's at least one asset in the Unity Asset Store that implements it:
https://assetstore.unity.com/packages/templates/packs/continuous-floating-origin-195971
10-05-2021 12:49 AM
Thank you for pointing this out, cool asset!
However, I solved: there is a setting in the XR section of Unity Project Settings, that allows for 24 bit precision Z buffer.
11-30-2021 04:16 PM
Where is that setting? I'm using Unity 2021 and it's nowhere to be found on the Project Settings for XR.
02-26-2022 03:53 PM
go to the xr plugin management, openxr and then its the drop down for depth submission mode, change from none to whatever you need
11-22-2023 09:43 PM
Now they removed it.
There is only for Vulkan.
There is something NEEDED, and they remove it.
I have no words for this really.