05-13-2025 05:47 PM
We've been experiencing issues on Meta SDK 76 with the OVR Overlay Canvas where after some time the overlay seems to shift when moving the headset quickly.
We were able to consistently reproduce these results on Unity 6.1 with Universal Render Pipeline version 17.1.0 on a Quest 3.
To reproduce the bug setup a OVR Overlay Canvas in a scene and build the application for Android. The canvas is setup with opaque overlay type.
Once the application has launched press the single press the power button on the side of the headset to switch off the displays and then press it again to wake the headset up and re-enter the application - waiting for a period of time yield the same result but the problem appears instantly when the headset goes into standby.
At this point move the headset around to observe the UI shift from it's intended location. This seems to be mainly affected by translation from the headset, moving away and towards the UI seemed to produce the most intense affect.
The other issue we notice is the overlay canvas seems to snap in and out of focus for a given camera distance. I initially thought this was a by product of foviation or dynamic resolution being enabled on the overlay but disabling either doesn't seem to have much of an affect.
Has anyone else managed to successfully setup the Overlay canvas in Unity 6.1? Or is everyone observing this bug?
05-13-2025 09:16 PM
Same here.
Im working on Unity 6000.0.38f1 and Meta SDK 76.