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I had a similar problem where I was trying to use AsyncGPUReadback.RequestIntoNativeArray(ref array, buffer) and getting a "NativeArray does not...
I have got Vulkan working on Quest and it's reporting stereo mode SinglePassMultiview (whereas before it was multipass) but have not done...
I got FFR working on both GLES and Vulkan by using a custom SRP which only renders straight to the camera buffer, but you can skip it on the URP...
https://forum.unity.com/threads/when-do-we-get-hybridrenderer-v3.820131/ has some news on hybrid renderer for the URP. I guess this is more SRP...
From my testing of it, I have found static batching to be unreliable. It splits them based on distance from what I can tell (to prevent overdraw),...
To get FFR working you can render straight to the camera backbuffer by using a hack in URP to avoid rendering to the intermediate texture.
I'm using a custom SRP but should work the same for URP since they use the same API. I am using: - Unity 2019.3.3f1 - Latest XR Plugin with Oculus...
Will depend on what you are branching for I reckon. There are some tricks you can do to avoid branching in some cases though:...
I have tried it in 2019.3.3f1 and got Vulkan with multiview working seemingly fine.
HDR and post-processing is very expensive on Quest so could drop them. I have found some form of MSAA to make the game looks a lot better for a...
I would have thought it was runtime (to prevent occlusion culling issues and what-have-you) but looks like you're right it's build time. Per...
Instancing is not the same as SRP batching. Instancing is where one mesh is sent to the GPU and rendered multiple times using a set of matrices...
Static batching merges at runtime not buildtime since it batches what is currently in view which is why it has a not insignificant CPU/memory...
You can't instance and use the SRP batcher on the same shader since they require different types of buffers. As for drawcalls still being high...
IIRC MSAA being free is a misconception, it appears to be free but that's because it's done on dedicated hardware so it doesn't show up when...
If you are using a custom pipeline with the SRP API, does updating the URP to 7.2.0 change the backend so multiview for Vulkan will work, even if...
Do those architectural changes mean that the RenderPass API will be ready for XR in 2020.1?
I had that but I fixed it by deselecting "Initialise On Startup" in the XR Loader Settings, equipping the Oculus Loader, then re-selecting...
It doesn't work in editor for me but does for builds on Quest if that was your issue. I am also using a custom SRP that is basically a stripped...
if (OVRManager.fixedFoveatedRenderingSupported) OVRManager.fixedFoveatedRenderingLevel = FFR; Is what I am using and it seems to...