Search Issue Tracker
Fixed in 2019.4.X
Votes
0
Found in
2019.3.0a7
Issue ID
1171218
Regression
Yes
[XR][Android][URP] Shadows are not rendered on android devices with SinglePass
Shadows are not rendered on android devices with SinglePass.
1. Open attached project.
2. Open "BakedLighting" scene.
3. Switch platform to android.
4. Project settings > XR settings > Oculus
5. Set Stereo rendering mode to Single Pass.
6. Put OSIG file in the Plugin > Android > Asset folder
7. Build.
Actual Result:
Shadows are not rendered
Expected Result:
Shadows are rendered.
Occurring on:
2019.3.0a10, 2019.3.0a7
Working with:
2019.3.0a6, 2019.2.0f1
Environment:
Windows
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
Add comment