Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b15
Issue ID
792338
Regression
No
OpenVR - culling in left eye slightly off
1. What happened
The culling frustum for the left eye with native OpenVR support appears too aggressive, culling objects that should be visible.
2. How we can reproduce it using the example you attached
With a Vive headset, open the project, launch SteamVR, and enable "Display Mirror" in the SteamVR drop down menu.
Open "Main Scene.unity"
Press play
Sweep the headset left and right. In the mirror view, on the left edge of the left eye, you will see some of the renderables popping out of view prematurely.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
Add comment