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Votes
0
Found in [Package]
8.1
Issue ID
1289214
Regression
No
[XR] [URP] Unexpected LOD Group switching with XR
Using URP 10.1 and also today's latest master commit, I see strange LOD switching in XR compared to non-XR behaviour. Not using XR, the LOD switching distances seem reasonable. Using Quest I cannot see the highest resolution LOD unless I move so close to the object that it is clipped by the near clipping plane. Quest Link behaviour is not as extreme as Quest Android but still does not match what the Unity Manual says; on Quest Link I see objects in mid-resolution LOD state even when they span the entire height of the viewport.
The "How to Repro" section explains the configurations I tested diligently with URP 10.1 and recent Graphics master. Quick tests suggest similar behaviour in URP 8.1. I do not know whether this is a regression, or whether it has been the behaviour since the introduction or URP, or the birth of XRSDK.
The repro project is a simple scene that I built entirely in the Unity Editor which relies on the LOD Group component. I have not yet repeated these tests using LODs generated in external applications such as SpeedTree or Blender.
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Resolution Note:
The LOD group switching depends on percentage of screen covered and this is related to field of view.
When the camera is set to 110, a common FoV in XR, the LoD groups switch at the same distance from camera as an XR display at the same FoV.