Gear VR Chromatic Aberration, blue lines at the bottom, red lines at the top of bright objects?

Hello,
I’m developing a multiplayer game for Oculus GO and Gear VR using Unity. After my submission, in my test results, I received the error of:
“On Gear VR devices, users are exposed to a blue flickering near the bottom of their vision”
Chromatic Aberration or blue lines are formed around white objects located at the bottom of the screen, and red lines around white objects at the top of the screen.
This problem doesn’t occur on Oculus GO but as far as I know Oculus GO has Chromatic Aberration Correction.
I am using The Lightweight Render Pipeline (LWRP) for my game.
Does Unity have any Chromatic Aberration Correction? What is so many Gear VR developers doing about it?
Thanks.

As far as I can tell, most Gear VR developers have stopped doing so. The Go is so cheap and good, it’s silly to stick your phone into a headset these days.

(And honestly, many Go developers have switched to Quest, along with the vast majority of the users… but Go is still a solid platform anyway.)

Hi Joe, thanks for the answer and the tips! But still, I hope to solve the Chromatic Aberration problem…