Unity 2021.3.2f1 URP 12.1.6 VFX graph 12.1.6 nothing renders on Android Quest 2 build

I switched our target platform to Android, rendering API is OpenGlES3 since Vulkan is currently bugged and shows only a black screen on the Quest. All VFX graphs stoped rendering, both in the editor and in build. Am I missing something here or what ? Looking at other forum threads the vfx graph does run on the Quest2.

@VladVNeykov I’m terrible sorry for the ping, but I’m in a bind here and need a answer on this.

Hello,

This issue is a regression from 2021.3.7f1, hopefully, the fix is already in landing pattern, you can follow the resolution here (if you look at this only_renderer listing, you can notice gles is missing).
The Oculus Quest is an Adreno device which is expected to work with VFX but, for your awareness, it isn’t the case for most Mali GPU (more info here ).

Sorry for the inconvenience.

Hey there thank you for responding, This is the actually the issue I submitted. For now we have reverted back to 2020.3

Even with vulkan , is there still a problem with the Mali gpu?

Indeed, some Mali devices are compatible with VFX on Vulkan while the same hardware can’t run VFX with GLES, you can test Compute Shader is true and Shader Storage Buffer Object (SSBO) in a vertex stage is greater than 0.