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Up and Coming
July 6, 2017

Drawing problems in VR mode after Unity project upgrade

Hi guys,
we are working on a project that could run in normal or VR mode (Gear VR). After Unity upgrade from 5.5.1f to 5.5.2+ (included 5.6.x) app does not work properly in VR mode (normal mode is ok). It seems that drawing buffer is not cleared so older frames persist on screen. Oculus utilities update or downgrade does not solve that issue.
Any ideas?

After Unity upgrade (cyan background persists from a previous "splashscreen node"!) (5.5.2, 5.5.3, 5.5.4, 5.6.x...)

Before Unity upgrade (5.5.1f)


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    3 replies

    Up and Coming
    July 7, 2017
    Thanks imperativity!

    UPDATE: it seems that from Oculus Runtime 1.11 (introduced in Unity 5.5.2) there are some changes that affect clear flags of cameras. More precisely, I use a "Don't clear" flag for the CenterEyeAnchor camera of OVRCameraRig object. What can I do in order to restore older camera behaviour?
    Up and Coming
    July 10, 2017
    No, issue is not present with clear flags "skybox" or "solid color", but I need "don't clear" in the center camera in order to manage different content for each eye camera, because center camera is before left and right cameras.
    The problem is that right and left cameras are enabled and active but "are not rendered", so no background are present on the scene (left and right cameras render background elements while center camera render UI ones).
    Camera events onPostRender, onPreCull and onPreRender are launched only from center camera...

    In fact problem is that center camera is set to "don't clear" and no background cameras (left and right) are rendered. In Unity 5.5.1 it works properly.