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Fixed in 2018.1.X

Fixed in 2017.2.X, 2017.3.X



Found in


Issue ID




GrabPass grabs only one eye with Single Pass Rendering Method



To reproduce:
1. Open the attached project;
2. Open "test" scene;
3. Make sure Stereo Rendering Method is set to Single Pass (Edit > Project Settings > Player > XR Settings);
4. Enter Play Mode.

Expected result: GrabPass grabs both eyes when Stereo Rendering Method is set to Single Pass.
Actual result: GrabPass renders only one eye with Single Pass Rendering Method

Reproduced on versions: 2017.2.0b4, 2017.2.0f2, 2017.3.0b2.
Not reproduced on versions: 2017.1.1p4, 2017.2.0b3.
Regression introduced on: 2017.2.0b4.

Tested and reproduced with HTC Vive.

Comments (8)

  1. jeromeWork

    Sep 13, 2019 12:47

    Still a problem. Left eye grey using PostProcessing on 2018.4.1f1 building for Quest

  2. Mandelboxed

    Jun 19, 2019 22:13

    This is still broken on Oculus Go, Unity 2019.1.5f1.

  3. swanickj

    May 30, 2019 18:10

    I am still having this issue in 2018.3.10f1 on the Oculus Quest/ Android

  4. Adam-Sowinski

    Jan 10, 2018 15:30

    What Unity version has this been fixed?

  5. SuppleTeets

    Oct 24, 2017 01:43

    Sweet, thanks!

  6. r3dthrawn

    Oct 24, 2017 00:29

    We have a fix on the way to trunk

  7. SuppleTeets

    Oct 23, 2017 23:18

    We need to upgrade from 2017.1.2f1 for Native XR haptics support and this bug is preventing us from upgrading... sad face.

  8. Tenebris_Lab

    Oct 19, 2017 18:14

    Same issue, was working great in 2017.1.1p4.

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