Search Issue Tracker
Duplicate
Votes
0
Found in [Package]
3.2.17
Issue ID
1287035
Regression
No
[XR SDK] [SPI] Camera.Render does not render to the right eye when called multiple times per frame
Reproduction steps:
1. Open the attached project ("bugtest.zip")
2. Open the "Main" scene
3. Enable Mock HMD loader (Project Settings -> XR Plug-in Management)
4. Set the Stereo Rendering mode to Single Pass Instanced (Project Settings -> XR Plug-in Management -> MockHMD)
5. Enter Play mode
6. In Game window set rendering to Both Eyes
Expected result: Both eyes renders a similar image
Actual result: Right eye image contains only red background (open "mswdv34B8n.mp4" video)
Reproducible with: XR SDK 3.2.17, 4.0.0-exp.2, 4.0.0-pre.2 (2019.4.17f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0b1)
Not tested with: 2018.4.30f1 (XR SDK not available)
Tested:
- Oculus Rift S
- MockHMD
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
This is a duplicate of issue #1279112