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2019 with LWRP only renders left eye on Rift

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

  1. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    992
    I found that if you enabled MockHMD and are on the Android platform it will mess up.
    Switching to PC in build settings fixes the issue.
     
  2. Durgam22

    Durgam22

    Joined:
    Apr 19, 2020
    Posts:
    2
    Anybody figure it out in 2020 ??, I have the same issue here
     
  3. patarok

    patarok

    Joined:
    Oct 6, 2019
    Posts:
    3
    For what its worth, I'll share my experiences here:
    I had nearly the same problem, I dont remember QUITE fully how that phenomena worked out in my development setup, but I do remember, that for me it was JUST ONE OBJECT rendered only on one eye, but not on the other one, while the rest of the environment rendered on both eyes,
    all I did to fix this, was:
    - removing the rig,
    - removing the object(it was the right hand AFAIR and i removed both hands) that did not render,
    - cleared caches, quit unity.
    - restart unity
    - reattached/added the rig and hands with all the sripts
    --- and WALA ;) ... it worked again and everything rendered just right.
    I guess unity sometimes behaves just like android studio,
    where often, to fix some ""heisenbug"" (or lets call it a hiccup)
    you'll just say "clear caches and restart"
    but i guess IN UNITY you should also try to remove the objects/prefabs, that are directly hooked up to yoour problem, and try to reattach them after clearing caches and restarting.
    (it worked for me like that)
    Caching.ClearCache;
    https://docs.unity3d.com/ScriptReference/Caching.ClearCache.html
     
  4. a_loupas

    a_loupas

    Joined:
    Mar 17, 2021
    Posts:
    16
    In Unity 2020.3.23 we changed from Mutlipass to Singlepass and back to it and the device renders only to one eye no matter what.

    I have just noticed that this bug didnt appear in Unity 2020.3.18. I downloaded a clean version from Plastic, opened it with .18 and worked. Then upgraded to .23 and the problem appeared. If I downgrade from .23 to .18 the problem persists.
     
    Last edited: Dec 1, 2021
    xCraftRayX likes this.
  5. xCraftRayX

    xCraftRayX

    Joined:
    Dec 4, 2019
    Posts:
    1
    That same problem, 2020.3.11f1 to -> 2020.3.25f1 and only work right eye. To solve it I backed to version 2020.3.11f1 and removed Library directory to regenerate.
     
  6. SuperScience

    SuperScience

    Joined:
    Feb 10, 2016
    Posts:
    17
    I'm running into this same problem.
    It looks almost like the lighting is being applied TWICE in the Right Eye, and NEVER in the left eye.
    That is to say, I get a very bright glare/reflection from light sources on the Right and no glare/reflection at-all on the Left Eye.
    Anybody found a fix? We're supposed to ship a demo for Steam NEXT Fest in the next few days, but right now I'd consider this un-shippable.
    Any way to record what each eye is seeing too? It might be helpful for folks trying to debug this if they can see the problem.
    Thanks!
     
  7. Dylan_Karsak

    Dylan_Karsak

    Joined:
    Feb 12, 2020
    Posts:
    1
    I believe I have found the cause of this issue.

    Using the deferred renderer seems to cause the headset to only render lighting in one eye, by the looks of it. I could be wrong. I switched back to the forward rendering path and then switched the project settings to return to single-pass instanced and now it works just fine, I have expected results in both eyes.

    It seems that post-processing has no effect, which is what I thought at first. It's a huge shame since I honestly wanted the deferred renderer really badly, maybe it's not supported yet or this is a bug. I hope it's a bug so we can get it back soon.