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Participant
February 4, 2016

Weird Mesh sort order/clipping issue...

I made a new project, imported the gearvr utilities sdk pack and got the demos up and running on the gear.

Now I'm trying to import other content into the project and use it, and the meshes are disappearing or rendering behind other meshes regardless of what layer/shader I put on them. Tried both standard, unlit texture, mobile unlit.

If I add a skybox it renders over everything in the scene.

In Project settings >> Editor I have Serialization set to Force Text. On the player build settings I have no compression on the meshes. Everything else is as it came with a new project set for gearVR..

To rule out my models I downloaded stuff off the asset store and it all has the same mesh clipping/rendering issues.

Any ideas what could cause this???? Even if I make a new camera, not the OVR rig, just a basic unity camera, it has the same issue.....so confused...

(Video of the issue) https://www.youtube.com/watch?v=g_4V95U-ykM
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    2 replies

    Inspiring
    February 4, 2016
    I bet it's something simple though it seems it may not be VR related.

    Maybe checking on Unity forums/answers would be better.
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    lwolfe26Author
    Participant
    February 4, 2016
    I believe it's something to do with the project setting files. I had an existing android game I wanted to port to gear. I had my layers set up, then overrode them with the ones in the sdk utilities, and it overrode my layers, and I wonder if there's some bug in Unity for when that happens where it's caching values or something so they're not updated when I change the layers in the editor.

    It's now working even though I didn't overwrite teh project settings other than the input one. So there are no layers called LeftEyeOnly/RightEyeOnly/etc that were in the sdk utilities package.