I’m trying to use OVROverlay to render some text in a scene clearly. I’ve got it working, but it has different behavior on Quest 2 vs PCVR. On the former, it’s always on top. On the latter, it’s in the proper depth but you can make it the other way by turning off Shared Depth Buffer in PC XR settings or checking No Depth Buffer Testing on the OVROverlay script.
I’m wondering if there’s something the Quest just doesn’t support to make it work with the proper depth. There’s no similar setting I can find like Shared Depth Buffer for Quest/Android. As far as I could tell, it seems GL_OES_depth_texture extension is what’s needed to support that, and when the app runs it seems to report GL_OES_depth_texture as being on. Trying to figure out if there’s some way to get it to work like it does on PCVR but coming up with nothing. Maybe Quest really doesn’t support it for performance reasons but it’s hard to tell.
Reposting here in case someone else finds this and not the other post:
Unfortunately, I don’t have a tidy piece of code handy that I can just pass on. But the method of using an Underlay and “punching a hole” through it with an alpha mask is explained here:
Try to implement that and if you really can’t get it to work, reply and I’ll try to cobble together something.
I have not because we’ve not switched over to Open XR on the projects using overlays. I’m very interested in hearing if anyone has gotten it to work, though.