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Fix In Review for 6000.0.X
Fixed in 6000.1.1f1, 6000.2.0a8
Votes
11
Found in
6000.0.36f1
6000.1.0b5
6000.2.0a2
Issue ID
UUM-97011
Regression
Yes
Lights only visible in left eye in VR when using built-in pipeline
Reproduction steps:
1. Open the attached project “ReproProject“
2. Open the scene “SampleScene“
3. Make sure VR headset is connected and is ready to enter Play Mode
4. Enter Play Mode
5. Observe the result in right eye
Expected result: Light spot is visible with both eyes
Actual result: Light spot is not visible in the right eye
Reproducible in: 6000.0.0b15, 6000.0.36f1, 6000.1.0b5, 6000.2.0a2
Not reproducible in: 2022.3.57f1, 6000.0.0b14
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Reproducible with:
Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, v72, OS: 12
Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740 (user)
HTC Vive Pro (user)
Valve Index (user)
Notes:
- Reproducible in standalone Player
- Not reproducible in .apk build for Quest
- Reproducible only on built-in pipeline
Comments (6)
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Matiasbru
Jun 01, 2025 16:28
Good news, I just installed 6000.1.1f1 and it seems they fixed the bug :)
Matiasbru
May 31, 2025 12:48
In Unity 6 (Built-in Render Pipeline, targeting Android for Meta Quest 3), Point Lights—whether set to Mixed or Realtime—only render in the left eye when the player is far from the light source. The right eye receives lighting only when the user gets physically close (approximately within 1–2 meters).
Platform: Meta Quest 3 (OpenXR / Oculus Plugin)
Stereo Rendering Mode: Single Pass Instanced / Multiview
Render Pipeline: Built-in
Lights: Point Lights (Mixed and Realtime, with and without shadows)
Affected geometry uses custom PBR shaders, but the issue also occurs with Unity's Standard Shader.
Changing the rendering mode to Multi Pass fixes the issue, but introduces significant performance cost.
Reproduction Steps
Create a VR project in Unity 6 using the Built-in Render Pipeline.
Add a Point Light in Realtime or Mixed mode.
Use PBR materials on static geometry (Standard Shader or custom).
Deploy to Meta Quest 3 using Single Pass Instanced (Multiview).
Observe lighting: when the player is far from the light, only the left eye is illuminated.
kafeijao-abi
Mar 11, 2025 17:56
I've also ran into this issue and my bug report was redirected to this one.
This is the only major issue from my attempt of updating my game to Unity 6, everything else is either minor and easily solvable.
I also won't be able to change pipeline, so this is a blocker.
C4ustic
Feb 24, 2025 19:54
I take that back, this is still a problem, both in the test projects and in my real one. Something else must have changed that made it work on some headsets in my project, but Quest3 is still just as broken as before.
C4ustic
Feb 22, 2025 19:06
So, I have no idea of how this happened but the issue is now solved in my real project. I have not updated Unity or done anything I could think about would fix this but in the culling mask dropdown on the camera there are now two new settings, right eye and left eye, and right eye was not selected. After clicking it the lighting now works.
The sample projects are still broken and without that setting in the dropdown and I promise to god those two weren't there before in my real project :-D.
My problem is solved but I would love to know what kind of voodo is in play here
C4ustic
Feb 19, 2025 17:19
Do we have a timeline for this? It kind of makes the built in pipeline unusable for VR. If your suggestion is to switch to a scriptable, that isn't something I can do. I'm a single developer and are using assets from the asset store (as you probably like me to), and going through all custom shaders and converting them would take me months.
So my option would be to downgrade Unity, and that doesn't feel right, the new version have some really good improvements.
If it is the case that VR is not supported with built in now, you need to make that a lot more clear too.