Hi, I’m trying to add a custom skybox background to a scene, but it seems all the different methods I have tried (including the standard Unity skybox, cubemap, lighting environment, and shader graph material) always result in the skybox becoming a soild colour background type. The lighting seems to still be affected by my custom skybox material, but the skybox itself is still the dark blue default colour.
All the cameras, including the AR Camera Background script, have been adjusted with the custom material/skybox, but nonetheless, it reverts back to solid colour background type.
Any ideas?
Hey Connor 
I’ll see if I can replicate this behavior on my end. I assume you’re using the latest supported versions of the tools outlined here (PolySpatial 0.2.2, Xcode 15 Beta 5, VisionOS Beta 2 SDK)?
Hi Justin,
Yes i am using PolySpatial 0.2.2, Xcode 15 Beta 5 and VisionOS Beta 2 SDK. It also happens in editor game scene as well if that helps.
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Hi, I work with Connor,
Is skybox support something that is expected for Mixed Reality apps, is this an issue with how we’re setting it up?
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for Unbounded (mixed reality) apps will not render a skybox by default and instead show the pass through video. You can put a sphere with flipped normals around the user to simulate a skybox but I would assume it will show as transparent if it intersects the real world.
There is a progressive mode in visionOS that allows you to supply a skybox that the user can control with the physical dial on the device but we don’t yet support that mode.
Can you share screenshots of the results your getting?
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Hi Dan,
We were able to simulate the effect with a sphere like you suggested, which I guess until Unity supports the progressive mode, will have to do for now.
On our tests driving around a cityscape with a vehicle, without the simulated skybox, it was actually making us feel uneasy.
Below is a screenshot of the attempt to set up a skybox that would always revert to the solid colour ( in the Editor), presumably to show the passthrough video.