Quest 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.
