Search Issue Tracker
Duplicate
Votes
0
Found in
2019.3.0a5
Issue ID
1169445
Regression
Yes
[XR] RenderViewportScale value changes show occlusion mesh and/or translate scene geometry
Changes to the RenderViewportScale value cause problems that won't be acceptable in games, including:
* visible occlusion mesh
* duplicates of scene geometry blinking in and out of view
* scene geometry being offset by different amounts depending on the RenderViewportScale, sometimes off-screen entirely
Exact combinations of symptoms vary depending on RenderViewportScale value and Stereo Method, and whether you are using a built Player with Oculus SDK versus Play mode with Mock HMD.
UPDATE 12/15/2019: These problems also occur using Universal RP 7.1.6 with Unity 2019.3.0f3 and XR SDK on Rift, though the symptoms differ slightly from what was originally reported, and are a little different depending on whether HDR is used. For Stereo Instancing the occlusion mesh is visible and it moves as the RenderViewportScale value changes. For Multi Pass Stereo the whole viewport (not just the geometry) moves around in the HMD, though the scene continues to respond to head tracking.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Quest] Pitch Shifter causes audio degradation on Quest 2 devices when sped up
- "GUI Error: Invalid GUILayout" and "NullReferenceException" are thrown when adding Scenes to "Scenes in Baking Set" in Adaptive Probe Volumes
- Inspector window not updating when switching GameObjects in Play Mode while having a VR headset connected
- "UnityException: GetName can only be called from the main thread." erors are thrown when the Shortcuts window is opened and entering Play Mode with a shortcut
- [Android] Light2D visuals stacking over frames when using RenderGraph
Add comment