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Participant
July 29, 2016

Gear VR and dynamic shadows

Hi,

I am working on the game that really needs dynamic shadows for the gameplay (though only small part of the view needs to have shadows so I am not concerned about performance).

I have set everything up to have my directional light cast shadows. It work on GoogleVR without any issue, but no luck with Gear VR. All my geometry is very dark as if it was unlit or in shadows.

Is there any way to make dynamic shadows work with GearVR?

Cheers,
Marcin
    This topic has been closed for replies.

    3 replies

    dummyboyAuthor
    Participant
    July 29, 2016
    I forgot to add that I am using UE 4.12.5
    July 31, 2016
    Same issue, but using Unity 5. I recently tested and was only able to get one dynamic light to work. Adding anything more resulted in artifacts. Another post (https://forums.oculus.com/community/discussion/comment/409077#Comment_409077) seems to conclude that dynamic lighting just doesn't work.

    Anyone have more luck?
    Inspiring
    August 1, 2016
    I had dynamic lights working fine through Unity on GearVR in 5.3.4 and earlier. After 5.3.5 and in 5.4, I could not include any dynamic shadows without having severe performance problems. For example, I had a pop up window in front of static geometry that had cast shadows turned on and I would get severe stuttering when I turned my head on gear. The static geometry was all baked lighting.

    I'm not sure if it's just something to do with mixing baked/real-time lighting in Unity, or something in the VR engine code itself, but we ended up dropping all dynamic shadows from the Gear version of our project. We now just use blob shadow projectors. You could try dynamic shadow projectors though (in Unity, https://www.assetstore.unity3d.com/en/#!/content/35558 but I couldn't get it to work in VR).