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Blocky, terrible realtime shadows in Quest app built in Unity.

Iseldiera
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Hello,

I am building an architectural visualization app for meta quest devices using Unity 2022 and Meta Interaction SDK v68. I am using realtime lighting where the user is able to manipulate the time of the day using a slider in real time to see how their apartment would look under different light conditions. No matter what light / shadow setting I set, in the headset build the shadows look blocky and pretty hideous. 

Shadows.gif

I made sure to:

- Remove the window glasses with transparent material which could have affected the quality of the light coming through,

- Adjusted URP settings to have highest resolution shadows, adjusted the cascades to make sure highest quality shadows within 25 meters, 

- Adjusted the light / skylight settings to make sure I have highest shadow quality and soft shadows.

When I manipulate the direction of the directional light in the editor, I get flawless shadows:

 

Untitled video - Made with Clipchamp (7).gif

But as you can see above, the build one suffers from blocky, glitchy looking light.

I would be grateful for any insight into why this is happening and if there is a fix.

Best,

1 ACCEPTED SOLUTION

Accepted Solutions

Iseldiera
Protege

Hello Gavin, thank you so much for your reply.

Under the player settings, the Android tab selected the performant fidelity option and all the changes I was doing under HighFidelity were being applied to the Unity editor tests but not to the build. My solution was to delete all other profiles from the matrix in player settings and leaving only HighFidelity for all devices. Now I am getting the super crisp shadows that I see in editor in the headset as well. 

 

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2 REPLIES 2

gavin_prior
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I have seen this before but can't remember what it was that fixed it (sorry).

Can you take screen shots of your lighting, player settings, and the URP-HighFidelity settings also.  Might be able to see if there's anything needs adjusting.

Iseldiera
Protege

Hello Gavin, thank you so much for your reply.

Under the player settings, the Android tab selected the performant fidelity option and all the changes I was doing under HighFidelity were being applied to the Unity editor tests but not to the build. My solution was to delete all other profiles from the matrix in player settings and leaving only HighFidelity for all devices. Now I am getting the super crisp shadows that I see in editor in the headset as well.