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Up and Coming
January 26, 2016

Trails rendering at wrong depth?

Ever since upgrading from Mobile SDK 4.6 to Oculus Utilities, my Trail Renderers are behaving strangely.

Instead of the trails being rendered in 3D space (and looking awesome) they now look flat and seem to be rendered at a depth further away than everything else. They also move back and forth as though they're being treated like reflections.

This doesn't happen while using Unity, but it happens while playing the game on my Gear VR.

Anyone have any clue what might be causing this?
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    6 replies

    Inspiring
    January 27, 2016
    There was a problem with line renderer and Unity 5.3, maybe this is related.

    What exact Unity version are you using?
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    Up and Coming
    January 27, 2016
    5.3.1p2.

    In the meantime I'm using a particle system to leave trails instead, but I'm sure this must require far higher overhead than using the trail renderer.
    Inspiring
    January 27, 2016
    Yes, turns out this is a known issue and is fixed in 5.3.1p4.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    January 27, 2016
    Awesome. Thanks!
    Up and Coming
    January 27, 2016
    Is Unity 5.3.1p2 still the recommended version? That is what you still have listed in viewtopic.php?f=37&t=25882
    Inspiring
    January 27, 2016
    Thanks for asking. 5.3.1p3 has been tested and should be good.

    5.3.1p4 does have a bunch of bug fixes, but hasn't been tested enough.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV