Right eye black for URP on Quest

Everything builds ok, but the right eye renders completely black. The left is normal and head tracking is working as expected.

Unity 2019.3.0f1
Universal RP 7.1.6
Oculus Android 1.38.4
Oculus Integration 1.43

Scene is a single plane + cube and OVRCameraRig. No post-processing.
This happens with both ‘Single Pass’ and ‘Multi Pass’ stereo rendering modes.

Is this a known bug? Thanks.

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Rolling back to URP 7.1.5 fixes the right eye issue (with everything else the same).

Found the same in 2019.3.0f3 and URP 7.1.7. Right eye is black when multipass rendering is used (Daydream). Single pass appears to work on some devices. I suspect the case is that single pass works, but not all devices support single pass so fall back to multipass, which is rendered with a black right eye.

I am unable to roll back to URP 7.1.5 as @Orangy-Tang suggested as Unity 2019.3.0f3 does not offer rolling back beyond 7.1.6

DC

Both eyes render for me on Quest when using URP. This was my setup:

Unity 2019.3.0f4
Universal RP 7.1.6
Oculus Android 2.38.4 (also tried 2.38.6)
Oculus Integration 1.44

I used the URP Template scene, disabled post processing, and added the Oculus Integration package, and added OvrCameraRig to the scene instead of the mainCamera. I used single pass as the rendering mode. We currently do not support multi pass for URP.

As Daydream is discontinued, we do not support it in 2019.x. If you want to develop on Daydream, please use 2018 LTS.

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Thanks for the response. I am using single pass but Unity still carries the warning that some Android devices will fall back to Multi-Pass if they don’t support single pass. What happens in this case?

I think this is the problem I have been having with both 2018 LWRP and 2019 URP. Building with single pass and testing with a suitable device shows no problems. But then I get complaints from some users that the stereo render is not working on their devices. I am guessing they are seeing a fall back to multi-pass.

DC

URP only supports single pass at the moment. We’ve seen driver issues with Mali GPU devices (such as some European Samsung Galaxy devices) where single pass is not supported, so they always fall back to multi-pass.

Multi-pass support is scheduled for package 7.2.0 to be released end of this month. So it seems like that package will solve this issue.

Hey @phil_lira any further update on when that package 7.2.0 is coming out? I’m seeing the same right-eye-black issue as described above, but am using Oculus XR from the new plugin framework. Which means single-pass doesn’t even exist as an option in the dropdown.

I guess I should drop XR Plugin Management and go back to the legacy version?

5434929--553794--upload_2020-2-2_12-9-11.png

Package is on QA phase this week and plan to be publish on Friday.

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hey @phil_lira is there a timzone that the publish happens in? I just checked and don’t see it yet. I was hoping to get some time this weekend to work with this.

… Maybe after I put my kid to bed in a few hours?
Hoping we’re still on track! :slight_smile:

Update: There was an XR HUP regression. The XR team could not submit a fix in time so we are in a hold position until the fix lands.

It happens :slight_smile: thanks for the update!

woooooooooo 7.2.0 is out!! importing now!

SQUEEEEEE!

Hi. I’m on 2019.3.06f using URP 7.2.0 developing for quest. What should I use for best performance you reckon,

  1. new XR management with
    1a. multipass or
    1b. multiview

or the legacy system using multipass or single pass? (is that even available? what’s the main difference?)

So did it work? I’m updating to 7.2.1 now. Very curious to see.

It did!

For me as well, I just managed to update this morning. very happy now!

This only works for me if I have the Camera Target Eye set to “Both”. If I set the target to “Right” it wont render to the right eye. This is important to me because I use two cameras and have one camera target eye set to left and the other set to right. I need to be able to do this because I need to be able to independently control each eye and display different things in each eye individually. That may sound weird but I develop eye training apps.

Everything works fine if I don’t install the XR management system.

I should also point out that if I use the OVRCameraRig and the XR Management System it renders to both eyes even when I set targets to Left and Right but its double vision and some other weird stuff. Again it all works fine with legacy VR

Could someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders?
This is multipass. Single pass cant be used for independent eye rendering.

Im using unity 2019.4.1f1
Oculus CV1

Thanks

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I still have this issue on unity 2020.1.1f1, does someone knows more about the problem and if there is a method to use multipass with xr without switching back to the legacy method?

Same here… Unity 2020.1.3
it works only with Unity 2019.4.x, HDRP 7.3.1 and Multipass.
if your switch to HDRP7.4.x, it renders only the left eye.
if you switch to single pass instanced, some materials (eg. the laser beam of XR Interaction Toolkit) are rendered only in left eye.
I hoped HDRP 8.x in Unity 2020 has been fixed but usual, pay a bug for a new feature.
so frustrated…