Vision Pro Customize Shader and Realtime Texture Painting

I’m trying to make an MR App for AVP similar to Splatoon but interact with the real world, and the project is adapted from this: GitHub - mixandjam/Splatoon-Ink: Recreating the Ink System from Splatoon

Right now, I’m just trying to get the painting mechanism to work. However, as shown in the screenshot, the scene view displays how it’s supposed to work: the ball acts like a paintbrush, “painting” on the wall when it collides with it. However, when I test it on the PTD or deploy it to Vision Pro, the paint effect doesn’t show, and there are no errors. I’m new to both shader graph and texture manipulation, so any help would be greatly appreciated. Thank you so much in advance.

The code that you linked appears to use RenderTextures to represent the painted surfaces (which is definitely desirable from a performance perspective). One caveat when using RenderTextures with PolySpatial is that you need to explicitly mark them as dirty when you change their contents.

1 Like

Thank you so much!!

1 Like