Search Issue Tracker
Fixed in 2017.1.X
Votes
2
Found in
5.6.0f3
Issue ID
901588
Regression
No
Scene in the Oculus Rift Headset is darker compared to the Editor when Single Pass is enabled
To reproduce:
1. Open attached project;
2. Open "Level1" scene;
3. Make sure Single Pass is enabled (Edit > Project Settings > Player > Stereo Rendering Method);
4. Enter Play mode;
5. Look at the scene with Oculus Rift Headset
-Note how dark it is in the Headset compared to the Editor.
6. Disable "Canvas-Left" in the Hierarchy;
7. Repeat step 5.
Expected result: Lighting intensity is the same in the Headset and the Editor when Single Pass is enabled.
Actual result: Scene in the Headset is darker compared to the Editor when Single Pass is enabled.
Reproduced on versions: 5.4.5p1, 5.5.3p1, 5.6.0p1, 2017.1.0b1.
Not reproduced with HTC Vive (tested on version 5.6.0p1).
Comments (3)
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
- UnityLinker causes crash when outputting snapshot data for very large projects
- Camera Preview does not detect multiple cameras with same GameObject name
- Crash on TypeTreeIterator::Children() when renaming a corrupted asset while Asset Serialization is set to Mixed
- Cameras (Camera.targetDisplay) render only to Display 0 in the Player when Multi-Display setup is used and DX12 API is set
- [Vulkan] _CameraOpaqueTexture produces a feedback effect on Android Adreno devices when using Vulkan
Michael-Schenck
Jun 02, 2018 21:31
Seeing this is 2018.1.2f1
Liens
Jun 03, 2017 14:33
To clarify I'm also using Oculus Rift CV1 with Linear lighting mode.
Liens
Jun 03, 2017 14:32
Yep can confirm this is a real thing and it kinda makes single-pass unusable for me.