URP renders only one eye on Quest2

Very frustrated.

When using multiview, it renders only right eye and when selecting Multi Pass, it renders only left eye.

This is consistent in both 2019.4.17f1 with legacy vr settings and 2020.2.1f1 with XR plugin system.

I’ve tried turning off post-processing, no change.

This only happens in Quest standalone builds, the same game works perfectly through Oculus Link or Virtual Desktop.

Am I missing something?

Hey there! Looks like you’ve come across a bug. Could you file a bug report for us, and attach a repro project?

I have some good news.

It seems working fine now after clearing the shader cache and rebuilding the project.

Maybe it was just due to some bad cached shader. It’s interesting that the shader cache survived upgrading and downgrading Unity editor and URP a few times…

For people who are also having strange render issues, it’s worth trying clearing your cache if you have attempted everything else. To do this simply find “Library” folder within your project, and remove the “ShaderCache” directory inside it.

1 Like

Also was having issue that MSAA is not turned on when running from Oculus runtime, when using Steam VR it works fine.

It is the same headset, Oculus Quest 2, when using Oculus Link it runs from Oculus and MSAA is off. When using Virtual Desktop which runs through Steam VR the MSAA works fine. Also the Android build running on the headset itself doesn’t have MSAA as well.

I thought this was Oculus problem since Steam VR works fine. However after downgrading URP from the latest 7.5.2 to the “verified” 7.3.1, the problem goes away, MSAA works on all platforms.

URP is blackness in Q2 using Virtual Desktop in Unity Editor play mode (??)