Render Texture used in cinematics persisting after scene change
When I run my game on a simulated environment through the Oculus Link, everything works fine. However when I build the app and run it on the Quest 2, the view from the previous cinematic persists for the first few frames. I have already tried these methods: RenderTexture rt = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = myRenderTextureToClear; GL.Clear(true, true, Color.clear); myRenderTextureToClear.Release(); UnityEngine.RenderTexture.active = rt; Yet the problem hasn't been solved. Are there any android specific things that I should know about?648Views0likes0CommentsMonoscopic background with render texture ?
I can't find information on how to achieve monoscopic background with RT applied to a quad. I was able to do it without trouble some time ago then something went wrong. No matter what it try i get weird results. Is this a known issue with actual Unity (5.3.4p5)/OVR Utils versions, or does someone have some advices ?2.6KViews0likes13Comments