Unity XR and URP Culling Issues

Hi guys,

I’ve recently started messing around with VR development in unity using the XR toolkit (and a WMR headset). I initially was using the built-in renderer but switched over to URP to access the shader graph and since then objects at the edge of the screen have been getting culled (as seen in the video). Occulsion culling is turned off on the camera and I haven’t baked any occlusion so idk whats going on, any advice?

Thanks in advance :slight_smile:

What version of Unity is this?
What version of the Windows XR Plugin package are you using?
What version of the URP package are you using

I’m using 2019.3.15f1, 7.4.3 for URP, and version 2.3 of the Windows XR plugin.

OK, this is a known issue in WMR XR 2.3.0 that we are actively working on to resolve.

Thats great, if I were to backdate to an older version would it fix the issue?

Yes, 2.2.0 should work.

Had the same problem with Unity 2020.1.5 running the “verified” Windows XR Plugin 3.3.1
Windows XR Plugin 4.0.2 fixed the edge object culling issue in 2020.1.5

Also experiencing rendering issues with custom shaders only appearing in one lens. Where do we find the stereo/multipass rendering options now?

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Where do we find the stereo/multipass rendering options now?

There is no multi pass option for Windows MR as Windows MR does not support that feature natively.

Hi did this get fixed? still running into this issue in both unity 2019 and 2020

It’s still some strange culling effects in 2019 with the new XR system, even with the default no render pipeline. For example part of terrains disappearing at a distance and animated objects not always showing.

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Yes I’ve experienced this also on 2019.4.6bf1 → 2020.2.

With and without a renderpipeline added - FWIW I’ve filed a bug report on this thread:
https://discussions.unity.com/t/821257