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Up and Coming
May 19, 2017

MSAA break when toggling VRSettings

I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied.

I've also noticed odd behavior from ImageEffects when entering and then exiting VR. It results in a camera flip. Perhaps related?

Is something irreversible happening when toggling VRsettings true and then false?

MSAA looks fine at startup and when in VR:


MSAA after VRSettings = false:


I'm on Unity 5.6.0f3 and my scene is nothing more than a camera, the cube and plane, and a script to toggle VR:

  1. void Update () {
  2. if(Input.GetKeyDown(KeyCode.V)){
  3. enabled = !enabled;
  4. Debug.Log("toggling VR to " + enabled);
  5. VRSettings.enabled = enabled;
  6. } }
This topic has been closed for replies.

7 replies

sayangelAuthor
Up and Coming
May 19, 2017
Also image effects seem to be broken. Simple SSAO shows an upside down image when toggling out of VR:


Up and Coming
June 14, 2017

sayangel said:

I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied.

I've also noticed odd behavior from ImageEffects when entering and then exiting VR. It results in a camera flip. Perhaps related?

Is something irreversible happening when toggling VRsettings true and then false?

MSAA looks fine at startup and when in VR:


MSAA after VRSettings = false:


I'm on Unity 5.6.0f3 and my scene is nothing more than a camera, the cube and plane, and a script to toggle VR:

  1. void Update () {
  2. if(Input.GetKeyDown(KeyCode.V)){
  3. enabled = !enabled;
  4. Debug.Log("toggling VR to " + enabled);
  5. VRSettings.enabled = enabled;
  6. } }


Me too having same problem in Unity 5.5.3
Up and Coming
November 10, 2017


This issue has been fixed and there is no reproduction with Unity 5.6.4p3. This was probably a bug in Unity
5.6.0p3 that has been fixed since.



Unfortunately I'm still suffering with this issue even in 5.6.2. Because of this issue my game looks awkward in Oculus
Up and Coming
November 10, 2017


@NirmlRj

If you were to try 1.19 version of oculus utilities, is this issue still present?


Yes I still get this in 1.19
 :neutral:

Up and Coming
November 10, 2017

NirmlRj said:



@NirmlRj

If you were to try 1.19 version of oculus utilities, is this issue still present?


Yes I still get this in 1.19
 :neutral:



I am using OVRCameraRig from Oculus Utilities 1.19.0 as I don't want any Input controllers all I need is to make player look around. ***Only Standard Shader is being used in my game***
Up and Coming
November 14, 2017
Thank you @imperativity
   I tried with 2017.2.0 Unity version and no longer having flickering issues. But some thing  makes gameObjects's corners look non static when we move in game. I don't even know how to call/explain it. Can you take a look at that if I send you a very small video clip of that issue?
Up and Coming
November 22, 2017
https://www.youtube.com/watch?v=KpW95Y3Xdvc&t=8s  Sorry for the delay. Copy and paste the link  @imperativity