Why not enable Fixed-Foveated Rendering for intermediate render texture?
I found Fixed-Foveated Rendering works well when I don't use any render feature or post process. But if I add any pass requires rendering into a intermediate render texture, then FFR is disabled for those render passes and only enable in FinalBlit pass. I have checked the document and it also said not recommend to use FFR in this situation:https://docs.unity3d.com/Packages/com.unity.xr.oculus@4.1/manual/index.html I also checked the Vulkan document and found nothing force me not to use FFR in render pass which uses intermediate render texture. Is there any options could force enable FFR or am I missing something which not allow FFR being used in this case?1.4KViews1like2CommentsGame doesn't render after returning from android permissions
We have two permission requests at the start of the game: * Spatial permissions * Bluetooth permissions Sometimes after returning to the game after accepting these permissions nothing is rendered, but the game is still actually working. Music & sounds play, hand tracking works and you can press buttons, etc (though you can't see them). When you bring up the system menu/game title screen through the meta system hand pinch gesture and then "resume" the game, everything starts rendering again. Another issue that can happen (which seems related) is that after accepting the permission it doesn't return to the game, it brings up screen you get when you bring up the system menu. You then need to tap resume to continue the game. In our case you immediately get asked for the second permission and it'll return to the system menu again. This happens slightly more frequently than the issue above. We don't get both issues at the same time. The issue replicatable 50% of the time. Any advice would be highly appreciated. Cheers, Steven, Fantail Games.625Views0likes2CommentsBlack 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 annoying. I tried to change materials and shaders, to disable shadows, but I didn't find a way to get rid of this problem.319Views0likes0CommentsFull 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 Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough. I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue. I am not sure if these screenshots would help but here there are anyways.Solved1.9KViews0likes3CommentsMake 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!506Views5likes0Comments16 Bit Depth Buffer
Hi there ! The documentation states that it would be beneficial to use a 16bit depth buffer and no stencil, but doesnt tell us how to achieve this. Does anybody know how ? I am using Unity 2019.4 with URP 7.4 & Oculus Quest 1 I tried brute forcing the depth buffer to 16 bit by editing in UniversalRenderPipelineCore.cs function: static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha) Just add this line before return : desc.depthBufferBits = 16; // Override to 16 bit depth And it clearly works in Editor as i get a lot more z-fighting with big camera clipping planes, but when i use ovrgpuprofiler or renderdoc it still shows me DepthBuffer with 24bit and 8bit Stencil. I really hope someone from Oculus chimes can help with this! Best regards, Tim4KViews1like4CommentsQuest 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 appears to render the right eye correctly. However, the left eye appears to show a single color sampled from somewhere on the display. As I turn my head I can see various colors from the scene in my left eye. It's as if my left eye were magnified down onto a single pixel. This issue even occurs during Unity's initial loading splash screen, before the scene's OVR Camera is even enabled. It also occurs in my custom made splash scene before the main scene loads. If I walk to the edge of my chaperone guardian I can see the boundaries with both eyes. If I open the Oculus menu I see it with both eyes. No errors in the editor. No errors in the build. I've removed Post Processing V2 from my Plugin Manager and anything dependent on it. I have tried changing to Multiview (Single Pass) stereo rendering, but then nothing renders in either eye. I have also tried enabling "Use Per Eye Cameras". No dice. I noticed this was not an issue when I switched to using OpenXR. However OpenXR does not support hand tracking to my knowledge, which it a critical necessity for my project. If anyone has had issues similar to this I'm open to suggestions.12KViews4likes10CommentsA way to do raytracing in the quest 2? or some non-mesh rendering option?
hi everyone, I'm developing a small raycasting test in unity, this works fine on PC and Android, but when I tried to run it inside Quest 2 I got some issues. in fact I'm trying to display my output of the raycasting algorithm inside the screen directly, I'm using a Unity RenderTexture and Graphics.Blit() but this method doesn't work with quest 2, I've searched every possible thread I found on line but no luck I'm following this article I found online: http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ so my question is, is there a way to render things directly to the screen (or just render them without meshing) within quest 2 using unity? I don't want to use mesh because of the inefficiency of running marching cube algorithms and mesh triangulation algorithms1.2KViews0likes0CommentsFFR 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 fixed foveated rendering on or off by default with Unity OpenXR? Or is this setting not controlled by Unity at all, and just from the headset menu? If it is on (which it looks like it is in terms of degrading quality away from the center), we would certainly like to turn it off! Many thanks, Lorenzo1KViews1like0CommentsGetting a black screen when following Quest tutorial in Unity
I've been trying to follow the instructions under "Develop>Oculus documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app works fine in the editor preview, when I start it from "Unknown sources" on the Quest, I invariably see only a black void. I can interact with the guardian fine. If I put the HMD to sleep and wake it up again, I briefly see a flash of the standard Unity sky and ground scene before the void shuts everything out. I've tried recreating a project from scratch and I get the same phenomenon out of the box. I initially had not created an XRRig in the hierarchy, but doing so (and deleting the old main camera) has had no effect. I also tried replacing the XRRig with an OVRCameraRig, but that changed nothing. Is there a tutorial for developing for the Quest on Unity 2019.4 (that works)?6.6KViews4likes9Comments