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By Design
By Design in 2023.1.X
Votes
0
Found in
2021.3.12f1
2022.1.21f1
2022.2.0b13
2023.1.0a17
Issue ID
UUM-19271
Regression
No
[Quest] Game freezes in VR when switching from Scriptable RP to Built-in RP in runtime.
Reproduction steps:
1. Open the user’s attached project (“VrBuiltinBugReport.zip“)
2. Connect the Quest device with Oculus Link
3. Enter the Play Mode in Editor
4. Press Alpha2 to switch to URP
5. Press Alpha1 to get back to Built-in
Expected result: The image will continue playing in Editor and VR
Actual result: The image will freeze in VR
Reproducible with: 2021.3.12f1, 2022.1.21f1, 2022.2.0b13, 2023.1.0a17
Could not test with: 2020.3.41f1 (Assets\RPSwitcher.cs(12,13): error CS0246: The type or namespace name 'RenderPipelineGlobalSettings' could not be found (are you missing a using directive or an assembly reference?))
Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Reproduced on: Windows 10 Enterprise 21H2
Notes:
- Switch between all three render pipelines works seamlessly both in the Editor and runtime on the Desktop. On VR (Oculus and Pico) we can’t switch to URP and HDRP, the image freezes when going back to Built-in
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Resolution Note:
URP disables legacy renderer when rendering in XR.
In order to switch RP to builtin from URP, legacy renderer should be re-enabled again.
This could be achieved by calling `xrDisplay.disableLegacyRenderer = false;`
See XRDisplaySubsystem API: https://docs.unity3d.com/ScriptReference/XR.XRDisplaySubsystem.html
Resolution Note (2023.1.X):
URP disables legacy renderer when rendering in XR.
In order to switch RP to builtin from URP, legacy renderer should be re-enabled again.
This could be achieved by calling `xrDisplay.disableLegacyRenderer = false;`
See XRDisplaySubsystem API: https://docs.unity3d.com/ScriptReference/XR.XRDisplaySubsystem.html