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2019 with LWRP only renders left eye on Rift

Discussion in 'VR' started by CWatsonT2, Mar 7, 2019.

  1. CWatsonT2

    CWatsonT2

    Joined:
    Jan 9, 2019
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    63
    I'm using Unity 2019.2.0a6 and setting it up as LWRP when the project is created. Then I activate XR with Oculus and Open VR. Then when I run it it only is rendering to the left eye. I've tried switching out the camera and it doesn't seem to matter it's always only the left eye rendering. Is there a setting I'm missing? If I do the same thing in Unity 2018 it works fine.
     
    ROBYER1 likes this.
  2. CWatsonT2

    CWatsonT2

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    Jan 9, 2019
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    I found out that if I change the Stereo Rendering Mode from Multi Pass to Single Pass in the Player settings under XR Settings it will render to both eyes.
     
  3. A20T3M4

    A20T3M4

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    Oct 4, 2016
    Posts:
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    Is this the official solution? The Oculus Quest best practices guide for unity advises against rendering single pass, however I am having the same issue.
     
    ROBYER1 likes this.
  4. CWatsonT2

    CWatsonT2

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    I don't know. It's what I stuck with.
     
  5. ROBYER1

    ROBYER1

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    Same issue here, have you submitted a bug report for it? I strongly advise submitting a bug report and also post the case number here so we can upvote it and track it.
     
    PushButtonsIO likes this.
  6. ChiefBreakeverything

    ChiefBreakeverything

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    Jul 2, 2014
    Posts:
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    Still present in 2019.2.2f1
     
  7. PushButtonsIO

    PushButtonsIO

    Joined:
    Mar 30, 2017
    Posts:
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    Same issue - 2019.2f1 LWRP Quest - No issues using the standard render pipeline
     
  8. peteforde

    peteforde

    Joined:
    Apr 1, 2016
    Posts:
    20
    Same issue here. How do we get someone at Unity or Oculus to take note? LWRP 2019.2.2f1 targeting Oculus Quest.
     
  9. Shizola

    Shizola

    Joined:
    Jun 29, 2014
    Posts:
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    I don't know if this was different before, but Oculus recommend Single Pass on Quest, so you'd want to stick with that anyway.
     
    Last edited: Sep 6, 2019
    ROBYER1 likes this.
  10. ROBYER1

    ROBYER1

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    Oct 9, 2015
    Posts:
    842
    LWRP/URP seems to still be in preview, I would advise against using it until it is properly released and bug-free. They have made it easy enough to convert a built-in renderer project to LWRP/URP anyway!
     
  11. ChiefBreakeverything

    ChiefBreakeverything

    Joined:
    Jul 2, 2014
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    For what its worth... I got it working, with a small caveat.

    Yes, Oculus say to use single-pass, but multi-pass worked well for me and fixed the left-eye issue. I only had a look at the standard LWRP template project scene (the construction site), so take it with a grain of salt in terms of supporting anything else... but it wasn't frame-y and looked like it should! So it's at least possible.
     
  12. ROBYER1

    ROBYER1

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    Oct 9, 2015
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    If you take one look at the SRP main repo and see how much is being changed/fixed or broken on a daily/hourly basis, while the Built-in renderer within Unity is generally in a stable working state, I'd wait for an official recommended URP release for VR! Take a look at the repo changes in this screenshot, that's simply over the course of 2-3 days :O
    upload_2019-9-10_10-17-35.png
     
  13. ChiefBreakeverything

    ChiefBreakeverything

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    Jul 2, 2014
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    Yeah... it's cooked. I'm only offering it purely as a 'full disclosure' in case anyone is really desperate to give it a go. I think waiting for a proper release is the way to go!
     
    ROBYER1 likes this.
  14. MichealPeters-XW

    MichealPeters-XW

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    Jan 29, 2018
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    LWRP has been moved from preview to release as of 2019.1 https://blogs.unity3d.com/2019/04/16/introducing-unity-2019-1/#lwrp

    p.s. Yes, I had the same problem, and it was resolved the same way, using Single pass. I don't know if Single-pass was "Made for Oculus Go" but I assume and hope that it only fails on devices that support Multi-pass.
     
  15. Johannski

    Johannski

    Joined:
    Jan 25, 2014
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    657
    When using the new XR Management Package with URP, the left Eye problem can be solved by using Multiview right now.

    upload_2019-10-24_16-54-6.png

    This is quite disappointing after the feeling tat everything was ready to use from this video
     
    chantey, harleydk, OLGV and 1 other person like this.
  16. Orami

    Orami

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    Mar 12, 2015
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    So with 2019.2.12f1 and a Rift CV1 (I guess I am outdated?) single pass also fixed the left eye only view.
     
  17. beardedlinuxgeek

    beardedlinuxgeek

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    ROBYER1 likes this.
  18. nomand

    nomand

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    Using Multiview on the quest works, but has very harsh jitters, but only when moving XRDevices (hands, hmd), rotating your head is lag-free though. Very strange.
     
  19. torano

    torano

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    Apr 7, 2017
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    Same today. For Oculus Desktop with URP & XR Management, using Single Pass Instanced rendering solves the issue.
     
    sondyr likes this.
  20. OLGV

    OLGV

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    Oct 4, 2012
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    Brilliant, thanks. It works indeed though at the cost of performance that comes along with Multiview.
    Hopefully, we get a 2019.3 with URP all working clean for Mobile VR.
     
  21. ROBYER1

    ROBYER1

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    Multiview is the most optimal though, are you confusing it with Multi-pass?
     
  22. MrNorel

    MrNorel

    Joined:
    Aug 6, 2019
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    I'm testing the new XR Management Package, using URP in Unity 2019.3.0f1 and an Oculus Rift S.
    But even with Single Pass Instanced Rendering, the right eye is still blue in HMD.
    Also, performance seems affected.
    Any ideas ?
     
  23. He3D

    He3D

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    Dec 28, 2019
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    for me in 2019.2.1 and lwrp = XR Settings MULTIVIEW do the trick.
     
  24. Partrick

    Partrick

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    Dec 12, 2019
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    It worked thanks man.. It was really frustrating
     
  25. OLGV

    OLGV

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    Oct 4, 2012
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    You are right, Multi-View (aka Single-Pass Multi-View) is supposed to be faster than Multi-Pass. In my case though I noticed a performance drop once changing from Multi-Pass to Multi-View. On the Quest.

    Maybe is not down to the stereo render method, but to OpenGL in URP, while using the VFX ShaderGraph.
    ...subject for another thread I guess :)
     
    ROBYER1 likes this.
  26. SmartCarrion

    SmartCarrion

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    Jul 27, 2013
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    I set up a very simple test scene with just a few primitives and tracked pose control of the head and hands. Multi-View makes everything shrink down super weirdly...your hands are down below your left foot and you can't see any of the floor plane or other static objects. AND it is still in just the left eye.

    Desktop single pass looks great, android multpass is left eye only and otherwise normal. Anyone seen this too?
     
  27. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
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    Please report it with the Unity bug reporter, the devs won't see your feedback here and I would like to have the issue fixed too

    https://unity3d.com/unity/qa/bug-reporting
     
  28. saifshk17

    saifshk17

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    Dec 4, 2016
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    We all have this problem, multi pass works great without jitter but only on one eye and multi view lags alot.
     
  29. Heinrix

    Heinrix

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    Nov 9, 2014
    Posts:
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    Multiview only has 1 working eye for me on Quest and that eye seems to be showing double vision and tracking problems.
    Multi pass is just 1 working eye with no double vision or tracking issues.

    I've posted a bug report too.
    2019.3.5 with URP
     
    montyfi, Dragnipurake97 and ROBYER1 like this.
  30. montyfi

    montyfi

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    Aug 3, 2012
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    Same for me in OpenVR, only one eye is working in Multipass. 2019.3 URP template
     
  31. DigitalIPete2

    DigitalIPete2

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    Aug 28, 2013
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    17
    Same for me - XR - Oculus Quest - multiview is only one eye for full effects - left eye renders terrain or sky studio but right eye everything except terrain and skystudio...?
     
  32. saifshk17

    saifshk17

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    So Unity 2020.1.0a21 Beta is released and the problem still persists and there is no improvements. I was thinking about "Tracked Pose Driver" which the new XR attaches to the CenterCamera (Main Camera). If we play around with that, maybe we can make the jitter go away in Multi-view.
     
  33. saifshk17

    saifshk17

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    URP 7.2 is available now in Unity 2019.3.0f6.
     
  34. harleydk

    harleydk

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    Jul 30, 2012
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    Really helped me out, thanks.
     
  35. DigitalIPete2

    DigitalIPete2

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    Aug 28, 2013
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    March... 2020 still an issue

    Unity 2019.3.0f6

    Story Wildlands Bundle Asset - Using URP / LWRP asset from asset store. Updated 28th Feb 2020 to work with LWP/URP.

    Single pass instanced, XR Management set up, Oculus XR plugin - Rift S right eye shows terrain with wrong texturing... when using single pass instanced and right eye blanked when using Multi view...


    Right eye using Single Pass Instanced with URP on Oculus Rift S shows faulty terrain texture.
    URP_RiftS_Wrong Terrain Texture.jpg



    Please can we have a solution?

    P
     
  36. DEGUEKAS

    DEGUEKAS

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    Jul 12, 2018
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    single pass worked in Oculus Integration, is it the right way?
     
    chantey likes this.
  37. leeprobert

    leeprobert

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    Feb 12, 2015
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    26
    I could not see my UI or Line Renderer in the right eye, but changing to multi-pass solved this. I am using 2019.3.7f1
     
    foonix likes this.
  38. SirianSun

    SirianSun

    Joined:
    Jul 3, 2012
    Posts:
    1
    Still an issue today.
    2019.3.7f1, URP, Rift S, Multi Pass was set, only left eye worked. Once I set it to single instance both eyes work, but not for all elements. I am using an asset called Volumetric Lights from Asset Store and they only show for the left eye, not both, even if the rest of the objects work. Oh well.
     
  39. DEGUEKAS

    DEGUEKAS

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    Jul 12, 2018
    Posts:
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    this issue was fixed in my project with unity version 2019.3.11f1
     
  40. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    765
    I'm making a custom SRP and this is just broken in Unity MockHMD as well. Change camera, game-view or anything to force it to the right eye and it will always use the left eye no matter what. This is way to time consuming to develop for that broken.
     
  41. sondyr

    sondyr

    Joined:
    Apr 13, 2014
    Posts:
    5
    With the Quest I found that I had to change the Desktop settings to Single Pass Instanced in order to see with the right eye in the Unity Editor. I believe the Multiview option under the Android settings are necessary when building to the quest.
     
  42. Recluse

    Recluse

    Joined:
    May 16, 2010
    Posts:
    434
    Updated a project from Unity 2018 (single pass, standard pipeline, forward rendering) to 2019.3.13f1.

    Single pass rendering no longer works on Rift CV1... the entire screen just renders black.

    I'm waiting on a Quest devkit for testing, but reading all the comments above not expecting a smooth ride.
     
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