I’m on 2020.1.0a22 (latest available on the Hub) but it’s still 7.2.0 and not 8.0.0, and I have to unfold the “all version” dropdown to see it. The icon doesn’t show that it’s available, nor the update button.
Thank you, Multi-Pass is now rendering in both eyes but the camera jitter is still there. The jitter was not there when only one eye was rendering (Left Eye-MultiPass with URP 7.1.8). Unfortunately the multi-pass and multi-view are both jittering. (Unity 2019.3.0f6)
I notice that the linked project roadmap seems very out of date - camera stacking is “roughly six months” away, the roadmap doesn’t look that much different to how it looked last year. Might be nice to get an update for that, so we know what’s coming next!
We are aligning with Release Management to reach agreement on how to push work to 2019 LTS. We want to at least have a 7.3 package with additional features.
In terms of LTS we will support 2019 LTS and forward only.
Multipass renders in both eyes now, but both multivew and multipass are both thousands of OpenGL errors per frame “nobody can dev, let alone release using this” kind of broken. There isn’t even a fallback to a version that works. It’s this or back to Built-in. Is there an ETA for these issues or a priority queue? Would be nice for this to work before new features get added that can’t be used until the fundamental issues are resolved.
It is just that the camera is rendering too many objects at once which is why the jitter is caused. If you keep very few objects infront then the jitter won’t be there. Unfortunately there is no solution for this.
I believe this issue is an error with XR SDK and we have reproduced it here using Oculus XR SDK v1.1.5. I have verified it is fixed in master version of that (v 1.2.0). I’m unsure of the backport status of this however.