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After upgrading to 2019.3.9 project not building completely to Oculus Quest

Discussion in 'VR' started by Ridderhaspels, Apr 12, 2020.

  1. Ridderhaspels

    Ridderhaspels

    Joined:
    Aug 23, 2019
    Posts:
    8
    Hi Everyone,

    I've been working on a project in Unity 2019.2.17 and updated to 2019.3.9 with this update we also switched to URP. Everything works great, except when I build the applications to the Oculus Quest.
    In the scene are the following objects:
    1. Floor
    2. Directional light moving a long a path
    3. Object made out of 36 rings. These rings have a unique rotation per ring.
    4. Dome with video texture
    5. VR-button to start the experience
    6. OVR camera rig incl local avatar
    When running the experience on my pc it works fine, also when using the link cable and quest it works fine. See picture with the purple rings. All the listed objects above are visible.
    When building to the headset a couple of things don't come through.
    1. Floor - Visible
    2. Directional light moving a long a path - visible
    3. Object made out of 36 rings. These rings have a unique rotation per ring. Visible, but all the rotations are gone and the material is not showing correctly. see photo attached.
    4. Dome with video texture - dome is visible not the video
    5. VR-button to start the experience - not visible
    6. OVR camera rig incl local avatar - no hands showing, can look around

    I tested with the template URP scene from Unity in a new project. No problems with building to the headset.
    I updated the Oculus package and the oculus XR package. So no difference in the packages between the two projects.

    Thanks in advance!

    Cheers,
    Ridder
     

    Attached Files:

  2. Ridderhaspels

    Ridderhaspels

    Joined:
    Aug 23, 2019
    Posts:
    8
    I made some progress in narrowing down where the problem might be.
    The VR button and OVR rig work now.
    What seems to be happening is that the rotations if each circle is being rested back to zero, when building to android. I saw a post of June 2019, where they advised to disable SRP batcher, this doesn't work in this particular situation. Any thoughts?