VR Problem : Sprites are flickering on unity and when wearing VR

Whats up guys, first time in here.

I’ve been developing a Virtual Reality experience to a local museum where people in VR would have to walk through a corridor and each door has a simple 2D animation (Used Dragon Bones to animate it).

The problem is: all of the illustrations that are animated have a lot of tiny details and thin lines. When using VR (or moving the camera on Unity) those images seem to “flicker”, loosing a lot of its resolution. This issue is happening in both ways (Oculus Go and Unity Software), but when wearing the VR its a lot more noticeable, considering that its rendering capacity is lower than a high performance hardware.

I’ve searched into a lot of VR/Unity forums and all of the information that I have found were outdated (posts from 2014) and not VR focused.

Anyone has any tip or any guess on how may be able to fix it? :slight_smile:

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I wonder if you’re just talking about aliasing. It’s true that Oculus Go has some nasty aliasing, particularly on high-contrast images.

Be sure you have MipMap support on your imported textures, and also be sure you have 4X MSAA anti-aliasing turned on.