02-09-2025 11:24 PM - edited 02-10-2025 12:21 AM
Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer.
UnityEngine.Camera:set_stereoTargetEye (UnityEngine.StereoTargetEyeMask)
OVRCameraRig:EnsureGameObjectIntegrity () (at ./Library/PackageCache/com.meta.xr.sdk.core@e9f929748630/Scripts/OVRCameraRig.cs:611)
OVRCameraRig:Awake () (at ./Library/PackageCache/com.meta.xr.sdk.core@e9f929748630/Scripts/OVRCameraRig.cs:196)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
03-05-2025 11:04 AM
Hi Erik,
I've just reached this "Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer" stage on my l;atest VR project.
What's the fix? Are we supposed to just use the Built-In Renderer? Did you get an answer from anywhere? Did you fix it yourself?
Hope it's all going well!!!
Simon
03-06-2025 06:17 AM
Hi Simon,
Unfortunately Meta is still ignoring this glaring issue and won't give any explanation. I also tried to reach out in the Unity developer community, one other developer confirmed the issue.
You can use the Universal RP, but even with the optimized RP settings from Unity's own mixed reality template performance will still suffer massively over using the built-in RP. Looks like we're stuck developing for the Quest 3 with a decades old rendering pipeline.
03-06-2025 11:41 AM
Cool. I did start my project over again with a Built-In Renderer profile and it's working nicely... ish. There are other issues, like it loses it's XR Interaction control profile when exiting. Easy to fix each time I come back.
It makes you wonder how many people give up right at the very start....