Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.5.0p2
Issue ID
863783
Regression
Yes
GearVR uses 32-bit display buffer even if it is turned off
Reproduction steps:
1) Open user's attached project ("Unity5.4.0f3-Broken.zip")
2) Make sure inside Player Settings 'Use 32-bit Display Buffer' option is turned off
3) Make sure Virtual Reality is supported
4) Build and run 'testScene' on the Android device, which supports GearVR
-- Notice that 32-bit display buffer was used (attached screenshot with comparison)
Regression introduced in 2017.1.0f2
Reproduced with:
2017.1.0f2, 2017.1.0p5, 2017.2.0b7, 2017.3.0a5
Unable to reproduce:
2017.1.0f1
Devices under testing:
Samsung Galaxy S6 Edge
Samsung Galaxy S8
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment