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The "left eye" problems I was having at that time were eventually fixed by various updates to unity and HDRP. Sorry I can't remember which...
Look into using Asset Bundles and/or Addressables. Addressables is fairly complicated, but only requires a fraction of the complexity to...
Same problem here. Stacktrace coming out of HDShadowManager.RenderShadows. I think the original is:...
Maybe try MockHMD? It is a stereo display that does not require a device. Its main purpose is for testing correct VR render output, but it works...
I am not sure when it was fixed, but I'm using Unity 2020.3 and HDRP 10.4, and the standard canvas shaders now render ok in both eyes using the...
What I wound up doing was creating a shadergraph based on HDRP/Unlit that works like UI/Default shader, and then use the material options to pull...
If doing completely separate builds, consider a compile time constant that just tells some monobehavior to turn `XRUIInputModule` depending if the...
I noticed something like this after enabling PCSS shadows recently. Pretty much the same problem when a shadow from a high radius light source to...
I have not found a ShaderGraph Canvas shader that addresses the stencil buffer issues. This prevents canvas masking from working. Also it's not...
Are you using auto exposure? I've had trouble wrangling auto exposure to produce reasonable results in dark scenes. Even a tiny amount of light...
I've been unable to get this to work without using an HDRP/Lit or HDRP/Unlit material or ShaderGraph based shader. What I wound up doing is...
Thank you for this, it solves a lot of problems that migrating to HDRP caused. In addition to the problems above, it also fixes Canvas objects...
Very minor thing: ProjectSettings.asset file preload list changes when a build is run, and then changes back if the project is saved. ---...
I don't have a great metric for this. However my rule of thumb is that maximum useful poly count and texture resolution are both sort of limited...
Keep in mind that HDRP by default has a lot of stuff turned on. Turning off stuff that is not being used will reduce the trivial case and main...
There are a lot of bugs related to XRSDK and multiple cameras. Probably this one is relevant:...
I found that disabling unnecessary frame settings can save a lot of CPU side overhead. Go to Project Settings -> HDRP Default Settings, or disable...
I'm having the same problem with HDRP+XRSDK. In single pass mode, all non-HDRP shaders (including unity built in like UI/Default) only render in...
@Taanga_Praful I had this problem and it turned out to be because my VR camera was not tagged as MainCamera. If you are using HDRP, check that...
Doing some experimenting on how to do this - what it seems to boil down to is the intended workflow seems to be to use the Render Pass setting on...