Volumetric Light Beam - Volumetric Lighting solution compatible with Mobile, VR and WebGL

Hey @Brady ,
FYI I sent you a DM with a custom version of the plugin with HDR gradient support.
Please give it a try and let me know what you think.
Thanks!

Hello techsalad!

Iā€™m using VLB V.2.2.1 in a VR project forMeta Quest 3 but, both in build on device (.apk) and with oculus link from editor in play mode, is not working. Nothing appears!

The Unity editor version that Iā€™m using is 6000.0.25.
Regarding the VR part, the project is working with openXR with ā€œsingle pass instanced\Multi-viewā€ as render mode and Iā€™m using URP.

Can I get some help here? :slight_smile:
Thanks!

Hello, letā€™s discuss that offline through the email you sent me.
Thanks :slight_smile:

After importing this asset into my project, and installing it via the installer, the sample scenes were not working. I was getting ā€œMissing Prefabā€ error in each one. Iā€™m using unity 2022.3.48f1. I was able to fix it easily though by manually patching demoScenePrefab.prefab.meta to use the GUID that the scenes expect but just wanted to report this since I didnā€™t see this mentioned anywhere.

Hey, thanks for reporting. I never encountered this issue, but I will try with the exact same version of unity.
Which render pipeline are you using?
Thanks :slight_smile:

URP. I can reproduce it using a new unity project, with URP template, then importing latest version from asset store, then opening sample scene. Iā€™m on mac in case that is also relevant.

Hey, I was able to reproduce the issue and to fix it. I submitted an update: the version 2.2.2 with the fix should be available on the asset store.
Thanks again for reporting, idk how I missed it! Sorry about that!

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Hello, Iā€™m having an issue with VLB (2.2.2) only appearing in the left eye in VR. Weā€™re using 6000.0.23f1, URP, and single pass instanced render mode.

Hello
On which VR device do you have the issue? PC VR? Quest 2? Quest 3?
Do you have the problem only in standalone builds? Also in editor?
Thanks

Weā€™re having the issue on PCVR build and in editor, it does render in both eyes correctly on Quest standalone builds.

Ok thanks for the info.
Iā€™ll try to repro.
Which graphic API are you using for PC VR?
Can you post a screenshot of the URP asset you are using for PC builds?
Thanks

Weā€™re using Direct3D11 graphics API for PCVR. Hereā€™s a screenshot of the URP asset:

1 Like

And which XR plugin are you using?

@Bezbro Can you please put a screenshot of your XR Plugin properties?

I tried with the same configuration (Unity 6000.0.23, URP, D3D11, connected to a Quest 2 via Meta Quest Link cable), and I tried with all the XR plugins I could: Oculus, OpenXR and SteamVR/OpenVR plugins, but I canā€™t repro.

OpenXR settings:

Oculus settings:

SteamVR / OpenVR settings:


Looks like we have the same OpenXR settingsā€¦
I will send you by PM the minimal project I use to repro, so you could try on your side.
Thanks!

Turns out our VLBConfig fileā€™s render pipeline was set incorrectly, once set correctly it renders fine in both eyes :slight_smile:

Hey, thank you for the feedback!
Glad it works fine :slight_smile:

Hi, I interested in this asset, Im using URP on Unity 6
Is this asset working on latest Unity 6 - URP?
thanks

Thanks for your interest @pseudocolor
Yes it does :slight_smile: