Updating Quest 2 refresh rate causing physics stuttering
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum available Problem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movement What I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below: Additional info: My time settings Unity Version 2021.3.12f1 URP Any help is much appreciated, thanksSolved3.5KViews1like5CommentsURP and Quest
Can I use URP on Quest, and if so, can you help me find the docs? While a veteran of the VFX industry, I'm a virgin with game dev and Unity. I have been trying to understand the different rendering pipelines in Unity, I like what I see in URP and I have seen several examples that suggest to me it works on Quest. However after many battles today I cannot get even the most basic scene to build without an "[your app] keeps stopping" prompt on the Quest. I can build normal scenes just fine to the Quest. I have tried both starting from a "3d" template, and a "3d (URP)", importing the "Oculus Integration" and "Universal RP" as and if required. Then confirming the build and player settings as per the docs. But nothing. I have also tried converting a working scene to URP, but once it's linked in the "Scriptable Render Pipeline Settings", it crashes. The builds goes through without error, but won't run on the Quest. When I select "App Info" on that prompt, I just get returned to the main Home Screen. I don't even see the "Made with Unity" splash. I'm on Unity 2021.3.1f1, and my Quest is on the latest OS, 40.0. Any guidance would be greatly appreciated. Thanks!1.9KViews0likes2CommentsMake 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 having to duplicate materials and re assign them cus the URP converter can't change some stuff in the packages folders..... Thanks!513Views5likes0CommentsUnable to create URP projects using the new Meta UPM Packages
In the days of the Integration SDK, it was possible to upgrade all the materials using the Unity Built-IN to URP converters. It was frustrating as this had to be repeated every time you upgraded the package, but it was manageable. However, with the move to the newer UPM package delivery, the materials are all read-only due to the nature of UPM packages, and thus cannot be upgraded, making UPM built projects (which I prefer) can only be built with the legacy "built-in" pipeline. Could we have a variant of the XR.Utilities Package (or preferably move the materials to the Standard assets package and have two variants there) for BI-RP and URP, please. I did try just copying the package to a project, but due to the nature of URP, but due to the nature of UPM, that did not work. Moving the package to the Unity projects "Packages" folder did work, but then creates an upgrade issue again. Ideally, the UPM packages need to support a maintainable path for URP and non-URP pipelines (although just URP would like be preferred for the new UPM method)2.3KViews0likes3CommentsReady Player me Avatar Shaders Problem with the Oculus Custom Renderpipeline
Hi, I´m Using the custom Renderpipeline by oculus in order to enable and use the ASW, but when I try to download the avatar using the URL, I got the error with the ready player me shader. When I try to open the material with the shadergrahp it can not open . so there is a way to fix this shader ? Thanks926Views0likes0CommentsStutter / Frame pacing issue after upgrading Unity and the OVR SDK
After the Upgrading project from Unity 2020.3.4 (URP 10.4.0) to Unity 2021.3.10 (URP 12.1.7), we are experiencing a stutter/frame pacing issue that had not been there before the upgrade. The stutter is noticeable when the player is using smooth locomotion and also visible on animated moving objects. The issue is only noticeable on Quest vr builds. With Steam VR the issue does not appear present. We’ve been able to reduce the issue by switching to 72h. But there is still a stutter every one to two seconds. We’v e discovered that if we try to change the refresh rate with the OVRManager call the issue will get worse until the headset is put to sleep and woken back up. OVRManager.display.displayFrequency = 80; OVR metrics have no visible stutters and appear smooth. When running with the profiler the issue gets worse and the spikes show as OculusRuntime.WaitToBeginFrame. What We’ve tried and hasn’t had an impact Upgrading the Oculus Integration 3.2.2 (Package Manager)Upgrading the Oculus SDK to v47 (Asset Store) Switched Oculus to use the OpenXR back end Tested on OpenGLES and Vulken Test builds with Late Latching, Phase Sync, and Optimized Frame Pacing Tested on 2021.3.1. 2021.3.14, 2021.3.15, 2021.3.16 Steps to reproduce: Open a new URP project in 2021.3.10 Make a simple animation of a moving shape Download the Oculus Integration and SDK Put OVR camera prefab in scene Add a simple script that changes the refresh rate on launch OVRManager.display.displayFrequency = 90; Change Quality settings to performant Make an android Quest build and test on device2.2KViews0likes2CommentsEye Tracked Foveated Rendering doesn't work with URP
I followed the prerequisites mentioned here https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/ But I couldn't make the ETFR work with URP (it seems to work fine with legacy). When building the app I only get a black screen, no Unity logo, no app launch. Is URP not supported yet? I don't see any mention of this anywhere. Anyone else has the issue?2.4KViews1like2CommentsPost Processing and Fixed Foveated Rendering with URP
We are currently working on a title for Quest and we seemingly cannot have Fixed Foveated Rendering and any post processing in our game. The summary of our issue is that we would like the option of applying dynamic bloom within the game on platforms (Quest 2) that would possibly have the GPU head-room to allow it. At the moment we cannot determine if we have the option, because we are unable to enable FFR whilst also enabling bloom via Unity URP's default Post-Processing. As far as I am aware, any additional blit carried out by URP's pipeline disables Oculus' FFR, meaning we cannot gather the performance data required with both enabled to determine if it is a viable possibility. We're posting here as we can't find any other instances on this forum but it seems this is a known issue over on the Unity forums, but are not sure of the solution, whether it requires a custom bloom implementation on our part, a modification of the URP pipeline, or if the problem can be resolved within the Unity Oculus XR package. We are using Unity Version 2020.3.0f1 Thanks3KViews0likes1Comment"Use per eye camera" mode not working on Oculus Quest (URP)
Hi, according to the thread title, I'm trying to use the "Use per eye camera" mode on the Oculus OVRCameraRig in order to visualize pre-rendered stereo images on the Quest, both on picture and video, but unfortunately it doesn't seem to work. If I make a build with this option checked - and given that in editor it has no issues at all - the app starts showing the splash screen, then it simply switches indefinitely on a black screen, or alternatively it shows the splash screen image flickering on black. The app is not freezing or crashing, it seems to work well indeed, except that it renders nothing. On the contrary, the single camera mode (aka "use per eye camera" option unchecked) works without problems. I first noticed this problem on Unity 2020.1.9, in an URP project, then I updated to 2020.1.13 and to Unity 2020.1.14, both with the Oculus XR plugin 1.5.0 and 1.6.1, and making a brand new test project, but without success. The issue is very easy to reproduce, just: - Create a new project with the URP template. - Switch it to Android. - Import the XR Plug-in management, the Oculus XR Plugin and the Oculus Integration package. - Drag an drop the OVRCameraRig prefab from the Oculus/VR/Prefabs folder to the SampleScene. - Select the "Use per eye camera" option on the OVRCameraRig object (OVRCameraRig script). - Build and upload to the Quest. Have somebody else experienced this issue, or have you some hints about it? Here's a short video showing the effect: https://gfycat.com/windingsoupygalapagossealion2.5KViews0likes4Comments