I agree we can do more to clarify what’s going on here. The “Metal” mode on VolumeCamera exists to support the new (somewhat experimental) Hybrid Mode. This allows you to build a single application that can switch back and forth betwen Metal and RealityKit rendering (or combine the two with a Metal CompositorLayer and RealityKit Volume). You do not need a VolumeCamera for apps that only use Metal rendering (using Metal Rendering with Compositor Services
App Mode). Even in Hybrid
apps, you still need a regular camera and TrackedPoseDriver when Metal rendering is active. The VolumeCamera in Metal mode simply indicates to the system that we need a CompositorLayer to be active.
It sounds like you’re running into issues with alpha processing. Is Alpha Processing
enabled on your URP settings asset? Note that you can safely ignore that warning about back-buffer format. We still need to update that one to be aware of visionOS.
We also implement a number of Project Validation
rules for XR support on visionOS, which can be found under Project Settings > XR Plug-in Management > Project Validation
. For example, in this project where I have Metal
App Mode selected in 6000.0.0f1, I see a validation error telling me to disable HDR because it is not supported in this Unity version. Do you see anything here? Bear in mind you need to select the visionOS tab on the right if your editor is not already set to the visionOS build target.
If you already have Alpha Processing
enabled or enabling it does not fix your issue, you may be seeing a bug that we haven’t encountered yet. On earlier versions, having HDR enabled (I think it’s enabled by default) would also cause this issue with post processing and alpha channel. It looks like you’re on the latest version of Unity and com.unity.xr.visionos
, so that shouldn’t be an issue. If Alpha Rendering
is enabled and you don’t see any issues in the visionOS tab under Project Settings > XR Plug-in Management > Project Validation
, please submit a bug report with your project attached (even if it’s something trivial like a blank project with package samples imported). That way we can identify and address the specific issue that you’re facing. Finally, if you would like to keep this conversation going on Discussions, it will help to break out a new thread, since this can get easily lost in other general questions/comments about PolySpatial 2.0.
Thank you for your feedback. We are doing our best to prioritize the most critical issues and unblock developers who want to build with Unity on visionOS. It can be very frustrating when you’re faced with issues like a blank screen or major blockers like this, and I’m glad to hear that you were able to work through most of them. Especially when working with preview and pre-release versions it helps to always update to the latest in case we’ve already solved the bug you’re running into. Indeed, there have been a number of improvements in the past few months that improve how things work for visionOS on Unity 6 “out of the box.” And we’re still working on more.
For things that still don’t work out of the box or any common pitfalls, keep an eye on our FAQ page and Release Notes thread (especially the Known Issues sections). For visionOS, and as with other XR platforms, the Project Validation
feature in the Editor is also essential for working out any issues specific to project settings or configurations that are known to cause issues. If you haven’t already, check out what you see under Project Settings > XR Plug-in Management > Project Validation
within the visionOS platform tab. If you see any errors in there, you should be able to Fix All
and get your project configured correctly.
Thanks again for reaching out and good luck! Be sure to spin up a new thread if you’re still having trouble.