Search Issue Tracker
Won't Fix
Votes
1
Found in
2017.3.0p2
Issue ID
989538
Regression
No
[Android][Daydream] Flickering in left eye on Google Pixel 2 when using Single-Pass Stereo rendering
How to reproduce:
1. Open the attached "TankSmaller" project and change your platform to Android (or use -buildTarget <Android> when launching)
2. Build and run the project on Google Pixel 2
Result: App deployed to Pixel 2 on Daydream exhibits stuttering of the camera position in the left eye
Reproducible with: 2018.1.0b6, 2017.3.1p1, 2017.3.0b1
Note: Does not happen with Multi-Pass Stereo rendering
The cause was that this same project is built for Daydream, GearVR, and
Oculus Rift (desktop). Only on the desktop version, we use PostProcessing
layers on our cameras. We do NOT use those in the Daydream version. When
running on Daydream, we Destroy() the PostProcessing layers on our cameras
when a scene starts. However, the PostProcessingLayer component in the V2
stack sets this property to true on our camera:
.forceIntoRenderTexture = true
And even though we Destroy() the PostProcessingLayer, that property had
already been set during OnEnable() by the PostProcessingLayer itself.
**** When this property is true, you get the flickering on Pixel 2 phones
on Daydream. ****
By programatically setting this property to false, we have managed to make
the flickering stop, as a workaround for now. However, the flickering DOES
still occur during the initial splash screen of the app on a Pixel 2 phone.
Once the first scene of the game loads and begins rendering, as long as we
force that property to false, everything is OK. But the having the
flickering during the game's logo showing while loading is also very yucky
for users.
DUT:
Reproducible with:
Google Pixel 2 XL, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 540, Build:google/taimen/taimen:8.1.0/OPM1.171019.013/4474084:user/release-keys
Google Pixel 2, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 540, Build:google/walleye/walleye:8.1.0/OPM1.171019.013/4474084:user/release-keys
Not reproducible with:
Google Pixel, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 530, Build:google/sailfish/sailfish:8.0.0/OPR3.170623.007/4286350:user/release-keys
Samsung SM N950U1, OS:7.1.1, CPU:arm64-v8a, GPU:Adreno (TM) 540, Build:samsung/greatqlteue/greatqlteue:7.1.1/NMF26X/N950U1UES2BQL2:user/release-keys
Samsung SM G950U*, OS:7.0, CPU:arm64-v8a, GPU:Adreno (TM) 540, Build:samsung/dreamqltesq/dreamqltesq:7.0/NRD90M/G950USQU1AQC8:user/release-keys
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
XR Management has evaluated this issue and determined that it does not meet our current bug severity threshold. If you would like your issue to be reviewed again, please re-submit your bug.