I’m trying to use a model with BlendShapes on visionOS. When I add the model to a scene the Skinned Mesh Renderers have a validation error on them that says “The visionOS RealityKit - Full Immersive, visionOS RealityKit - Volume profile(s) do not support Optimized skinned mesh renderers.” I made sure that in the import settings “Optimize Game Objects” is turned off. If I turn off “Import BlendShapes” the model works fine. The model from the PolySpatial BlendShapes sample works fine with BlendShapes on. I am using unity version 6000.0.26f1 and version 2.0.4 of the visionOS packages.
Do you actually see the blend shapes when you build this to visionOS? That is, are you reporting that the validation message is in error, or that you don’t see the expected blend shape animation? Sometimes our validation messages lag behind the fixes we’ve made.
However, there is currently an issue with blend shapes on SkinnedMeshRenderers that don’t have any bones, as mentioned in this thread. We have a fix for this that will be included in our next (imminent) release, but until then, you may be able to work around it by adding a single bone to your model as suggested in that thread.
When I run it on the visionOS I get an error and it crashes. I think it is the issue with not having any bones.
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