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DigitalAdam
Up and Coming
October 7, 2019

Anyone using LWRP or URP for Quest?

Anyone using Lightweight Render Pipeline or Universal Render Pipeline for Quest development? If so, what version of Unity and Oculus Integration are you using?

Thanks!
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    11 replies

    Corysia
    Up and Coming
    October 7, 2019
    We were just having that discussion on Discord today.  Looks like one person has LWRP working in Unity 2018.4.5f1.  Another has tried in 2019.1 and 2019.2 without success.
    VR Development: https://discord.gg/8R9SHQP Quest Example: https://github.com/Corysia/Unity-Oculus-Example
    Participant
    October 7, 2019
    I'm using it with 2019.2 but wouldn't recommend it. Had to jump through a lot of hoops to get it working, and every new feature I add seems to run into issues.
    October 7, 2019
    [that's a dupe]
    October 7, 2019
    I'm using 2019.2.8 with LWRP 6.9.1. It works, but it is not ready for prime time. There's a (long) discussion about the issues we're having and some solutions in this thread:
    https://forum.unity.com/threads/fixed-foveated-rendering-on-oculus-quest-not-working.686662/

    Fixed foveated rendering requires a hack to work. You can't read from the "opaque texture" in shaders, so effects like glass/water refraction won't work. But you can get good looking stuff running at 72fps on Quest.
    New Participant
    November 21, 2019
    Hi everyone, someone tried URP with 2019.3b with the Quest ? 
    Up and Coming
    November 23, 2019
    I tried URP with 2019.3 and Quest and got my right eye totally black.
    New Participant
    November 26, 2019
    I am making a custom SRP optimized for use on Quest, as opposed to using Unity's pre-built ones, and had that right eye is black issue too. I think it's a bug from blitting with "BuildinRenderTextureType.CameraTarget" where it only seems to target the left eye. Getting rid of rendering to a texture and blitting it fixes the issue (and will also make FFR work since it is broken with intermediate textures atm too).
    New Participant
    November 28, 2019
    Hi!
    There are usage issues in Unity Oculus LWRP, Unity 2019.13f1
    After compilation, the camera in the right eye goes missing.  In Unity Editor, all cameras work.
    New Participant
    December 19, 2019
    Right i missing is due to multipass, change to single pass to fix this in URP 2019.3
    January 10, 2020
    As well as changing to single pass you also need to disable post processing. If you're using the Oculus camera prefab there is also an issue (2019.3 / URP) with anti aliasing causing the screen to black.

    Edit : Disabling "Use recommended MSAA level" on the OVR Manager script fixes the black screen issue for me