Who managed to get Oculus Quest working in URP ?

Hey guys,

I have spent hours trying to get a nice demo on Oculus Quest using the URP on Unity 2019.3.
I just can’t get something nice out of it !
I compared it to 2018.2.6 with normal 3D project settings and it is just nice… (of course we all forget about post processing).

Anybody managed to use URP with Quest and get good results “out of the box” ?
For example, colors always look “whitish”, like a white overlay would display on top of everyhting and give very poor contrast…
Thanks !

Here is a good explanation on how to get a good looking result with Quest and URP.
www.youtube.com/watch?v=EaFtxxh3Ze0

When I build for Quest and URP, Unity compiles an absurd number of shader variants, and it takes hours. The next compile, takes the same time, no cache.
Any solution to the build times in 2019.3 ?

Ran at 50FPS. Not usable. Also shaders took about 10 minutes.

I’ve got it working, but there have been a lot of snags so far. My project relies heavily on VFX Graph so that means I can’t use OpenGL ES because of a showstopping known bug .

I would say that Vulkan support is definitely still in an early stage. If I try to use Multiview stereo rendering, it doesn’t really work at all… just a grey in the left eye. So I assume I am giving up some performance by falling back to Multi Pass.

I’ve also noticed that when using Vulkan, it appears that my build is running at a lower resolution than when I build to OpenGL ES. I tested with a scene that doesn’t use VFX Graph and saw tons of aliasing with Vulkan compared to how it looked running from the editor or built using OpenGL ES.

I’ve got it working. We aren’t ready to update to the new XR plugin stuff (due to other platforms) so we’re still using ‘Oculus Android’ package alongside latest Oculus asset store bits, and all seem to work fine. This is Unity 2019.4 with latest packages.

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URP is working. Unfortunately camera stacking does not seem to work for Oculus Quest android builds. Its limited to single pass rendering and no post processing. The cockpit for my VR space shooter game completely disappears in builds which is frustrating as hell.

My project using URP, Addressables, new Input system and new XR Plugin, all works fine. Also PostProcessing works, but i disable it for optimization. And i’m totally reach 72 fps in my game.

Unity 2019.4.3f1

XR Settings

Packages:
URP 7.4.1
XR Plugin Management 3.2.13
Addressables 1.11.2

Oculus package settings:
Stereo Rendering mode: Multiview
Low Overhead Mode: Enabled

Build:
IL2CPP,
x64
OpenGLES3,
Linear Color Space,
Multithreaded Rendering enabled,
Graphics Jobs enabled

Quality:
Texture Quality - Half Res

URP asset settings:
HDR - disabled
Anti Aliasing (MSAA) 4x
Render Scale: 0.9

Main Light - Per Pixel
Shadows - disabled
Additional Lights - Disabled

SRP Batcher - enabled
Dynamic Batching - enabled
Mixed Lighting - disabled

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I’m still having this same issue on 2019.4 LTS. Has anyone seen any solutions? I would try to reduce the number of shaders, but in the build dialog even the standard URP shaders like “Lit” seem to have 50,000+ variants being built.

Try strip unused:
6986288--824744--upload_2021-3-29_18-54-7.png

Just to let you know that I recently switched to Unity 2020.2 with URP for Quest 2 and it works really well. This with postprocessing enabled and fps stays very good !!

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I tried without URP, with the newest oculus drive. Good in ES3 but blank in Vulkan. Install the URP. Setup everything. Add post process…but black screen :frowning: I’m using hand tracking, and I see the oculus menus, but any other things are black…and the start unity logo is black too. Any idea which setup will works? thx

What do you call Oculus drive ?
I am using the latest unity integration and works fine.
Look on the Oculus developper website for details on Unity project settings :

The setup is good. Without URP is working well.
Unity 2020.2.2f1
Oculus XR Plugin 1.9.1
XR Plugin Management 4.0.6
Universal RP 10.2.2
App run, but screen is black. What is your package versions?
thx

BNG Framewrok rewrote the settings. I don’t allow that step, so URP works fine…except the terrai. It crashed when I put in :frowning:

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I’ve been using URP and Quest for a while now with no issues. My polygons are under 50k per rendered section of scene and I have baked lighting with 1 real-time light. Currently using Unity 2020 LTS

Are you using the Quest 1 or 2?