Anti Aliasing In Unity with URP
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup: Unity 2021.3.11f1 Unity XR System w/Oculus XR Plugin GLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions: How essential is the Integration Package to MSAA functioning correctly on the quest? Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to function correctly? Also if anybody can share with me screenshots of a working URP+MSAA Unity setup configuration I would be very grateful.8.2KViews1like1CommentHas anyone without artistic ability succeeded in developing a game or app?
I want to learn to develop games or apps for the Quest 2 but I have no artistic ability. I would like to know if anyone on here has succeeded in developing games or apps despite not being able to draw or anything. I'm not looking for people that are trying to do so, just those that have succeeded, so that I will know it is possible, and so I can ask questions of them. Thanks!612Views0likes0Commentswhat does it take for good Art assets in VR game
Context I have experience in making 2D games mostly, but of course, I'm trying my hand at quest development. What does it take to make or know great graphics in VR if you don't have any experience with creating excellent art unity assets for VR? To be more detailed, what to look for or where do I start. I have a little experience with Blender but not for making VR assets.618Views0likes1CommentRandom black screen on quest
Hi First off, apologies if you see this question twice - I asked it once and the post disappeared immediately! We're experience a severe issue where, after a relatively small period of time (15 minutes to an hour) the screen in our app simply turn black and will never come back. The game is clearly still running (we can hear sfx in response to movement on controller, still use voip and verify the online connection is valid etc), however the screen is simply black. We've got some suspicious log cat output: 10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died 10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 1809 10-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity} ... 10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.AndroidPanelLayer-#main": uniqueId="virtual:com.oculus.systemux,10060,com.oculus.android_panel_app.AndroidPanelLayer-#main,0", 770 x 241, modeId 2, defaultModeId 2, supportedModes [{id=2, width=770, height=241, fps=60.0}], colorMode 0, supportedColorModes [0], HdrCapabilities null, density 160, 160.0 x 160.0 dpi, appVsyncOff 0, presDeadline 16666666, touch NONE, rotation 0, type VIRTUAL, state ON, owner com.oculus.systemux (uid 10060), FLAG_PRIVATE, FLAG_NEVER_BLANK, FLAG_OWN_CONTENT_ONLY} Specifically the 'WIN DEATH' and 'Display Device Removed' However nothing else to go on. As far as I can tell we aren't hitting memory issues or anything either - mem use stays relatively stable throughout. We're on unity 2018.4, Oculus SDK 1.29.1. Happy to upgrade if likely to fix things, but we're near ship so would rather not do so unless it's likely to help! Has anybody seen this / have a suggestion. Any help from devs or the Oculus team would be hugely appreciated Thanks Chris694Views0likes0Comments