UI and Transparent Objects Not Visible in Multiview (Quest 3, URP)
Hi, I’m building a VR project for Quest 3 using Unity URP and facing an issue with rendering modes: Unity: 6000.3.30f1 Render Mode: Multiview (via Meta XR) Graphics API: OpenGLES3 Canvas: World Space UI (TextMeshPro, transparent panels) Transparent 3D objects: used for visual effects Everything is working fine using multiview in Quest 2 🎯 Issue: When Multiview is enabled, 3D models render fine, but UI and transparent objects are completely invisible. If I switch to Multipass, everything becomes visible — including UI and transparency. However, in Multipass mode, if any 3D object is placed in front of the transparent object, it flickers or jitters(likely z-fighting). ❓ Questions: Is this a known limitation of Multiview with transparent objects in URP? Are there any workarounds that allow transparent UI and objects to render properly in Multiview without switching to Multipass? Is the z-fighting in Multipass expected behavior, and is there a clean way to fix it? Thanks for any help!307Views1like5CommentsHaptic buffer no longer supported on Quest 3 controllers
Using Unity XR Input, the Quest 3 controllers return supportsBuffer as false, however I was fairly certain that I had seen this returning as true before several months ago and given the supposed haptic capabilities of the Quest 3 controllers I would expect this to be supported. This is with using version 1.7.0 of the Input System package and Unity Engine version 2022.2.18f1.582Views2likes1Comment