Unity Development
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Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

Black grid on camera frame when displaying point cloud

I am developing an application that receives and display a point cloud.When I try to render a point cloud (both with normal mesh or MaterialPropertyBlock and GPU) I get what it seems to be a black transparent canvas that follows my head.This is very ...

Screenshot 2024-11-08 160617.jpg
steb6 by Honored Guest
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Resolved! Full Screen Pass Renderer Feature Not Working on Build

Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here.In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Dept...

Boysle_0-1723517590142.png Boysle_0-1723518642649.png Boysle_1-1723517978240.png Boysle_2-1723518232548.png
Boysle by Explorer
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  • 3 replies
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Make all materials in all samples URP

Dear Meta staff, can we please make ALL materials URP in all samples for Unity?I don't know any person using Built-In Renderer Pipeline in their Quest projects anyways.... I think this will give a lot of value to the samples offered by Meta, without ...

Razalghuul_0-1716915421473.png

Quest Only Renders Right Eye

Context: I recently upgraded to Unity (2020.3.30f1). I am using Oculus XR Plugin (1.11.2) and XR Plugin Management (4.2.1). I am using OpenGLES3 Graphics API, Multi Pass Stereo Rendering Mode, using the Default Render Pipeline. Issue: My build appear...

FFR in Unity OpenXR on Quest 2?

Hello!My team is having some frustrating issues with visual clarity in our Unity project built for the Quest 2 with Unity OpenXR. The clarity is especially abysmal (blurry, distortion) towards the far edges of the screen, which begs the question: is ...

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