LineRenderers and TextMesh in URP w/Oculus Quest (Unity 2019.3.6f1)

I am having trouble with LineRenderers and TextMesh components displaying in my Oculus Quest while using URP. Playing in the Editor, they work/look fine. When I run my app in the Oculus Quest, they aren’t there however.

LineRenderer:
I am using a custom shader for my LineRenderer Material that merely draws a colored line, found below. I am aware of XRLineRenderer but it doesn’t seem to support URP based on github issues and forum posts.
EDIT: Even switching my material to use an Universal Render Pipeline/Unlit shader (practically what I am doing), causes the LineRenderers to be visible when Playing on my laptop, and non-existent on the Quest:

Shader "Unlit/ConstLines"
{

    Properties{
        _Color("Main Color (A=Opacity)", Color) = (1,1,1,1)
    }

        SubShader{

            Tags {
                "Queue" = "Transparent+2"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "RenderPipeline" = "UniversalPipeline"
            }

            Pass {

            ZWrite Off Lighting OFF
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            fixed4 _Color;

            struct fragInput {
                float4 pos : SV_POSITION;
            };

            fragInput vert(float4 pos : POSITION) {
                fragInput o;

                o.pos = UnityObjectToClipPos(pos);

                return o;
            }

            fixed4 frag(fragInput v) : SV_Target{
                return _Color;
            }

            ENDCG
            }
    }
}

TextMesh:
This uses the ‘Gui/3D Text Shader’ which most likely isn’t URP compliant. So that probably explains why it doesn’t show. Does TextMeshPro support URP? I am not sure, based again on forum posts (unity game engine - TextMesh Pro not compatible with LWRP - Stack Overflow). What approach are people taking to display 3D text in VR URP?

Thanks for any help. I can provide more information if necessary!

False alarm…original developer had absolute paths to the underlying data for our linerenderers and text.

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