Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.2.0a4
Issue ID
1125997
Regression
Yes
[XR][HDRP][Rift] Mirror mode is broken when HMD is not being worn
Mirror mode on the monitor is broken when a Standalone Windows player is running with the Oculus SDK while the Rift is not being worn. When someone puts on the HMD, mirror mode renders correctly. For the builtin renderer in any of the three stereo modes, mirror mode is entirely black while no one wears the HMD. For LWRP with double-wide SPS, mirror mode flickers alternating left eye and right eye views while no one wears the HMD.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
- White lighting artifact when a point light with a small emission range and "Hard Shadows" touches an object while a directional light with "Soft Shadows" and another point light are present
Resolution Note:
This is fixed with the new XR plug-in architecture in 2019.2/2019.3. https://forum.unity.com/threads/xr-plugins-and-subsystems.693463/
Since this issue only occurs in the old architecture and we are deprecating that in 2019.3, we've decided not to fix this.