I have a problem that I have a black screen / no camera (the UI is working) on my iPad since I’ve replaced LWRP with URP. The next problem is that I can’t roll back because I get an black screen with LWRP as well. When I disable all render pipelines in Graphics and Quality I can see the camera again. Did I missed something in the settings?
hi …i have the same issue …am not using the AR feature in my game …should i use it to solve the problem or what?..in your case you used the Ar feature to just solve the problem or you re using it in your game?
doesn’t render video though audio works fine.
only black screen appears. even tried different render mode of video player (camera near/far plane, matterial override, render texture), but no luck
I get the black screen too… I have narrowed it down (in my case) to the U.R.P Unlit shader, remove all materials referencing this shader fixes the black screen problem, but then of course I’m missing the asset!
and it doesn’t return to a rendering state even after scene loads etc.
In my case users with GT220, GT240, GT 9500 gt ,has this issuer. They can hear game, but not able to see anything.
We using depth texture and refraction features.
OK, I think this is a DX12 problem. Building with just the old DX11 and everything works for me.
If its not too much of a step back maybe you guys should try that?
I was using BiRP and did the conversion to URP, made sure all my materials converted properly and I’m getting the same black screen (with only UI displaying).
My project is 3D (no AR) and I’m using Unity 2021.2.15f1.
I tried something and it works with me … I go to build settings, I delete the SampleScene and make sure that you only have your scene that have your experience then build and it works…
Had same problem. Game written for the Quest. Editor 2021.3.30f1. Project worked fine, until migration to URP (water shader needed, that’s why I did the migration).
Screen totaly black on Game view and also on my Quest after APK installed.
Using Oculus Integration. My player had the main camera (CenterEyeAnchor), and I did attach a second camera as a child of that one, with the culling mask set at UI only.
Solution (after a lot of tries, failures, reconversion, etc.):
I clicked that second cam (UI one), changed ‘Render Type’ (Inspector window, Camera component) from ‘Base’ to ‘Overlay’. Then clicked on main Camera, verified that Render Type is ‘Base’, and added the second cam on the ‘Stack’ paragraph of the Camera Component.
Now, it works perfectly.