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AR Foundation and the Lightweight Render Pipeline

Discussion in 'AR' started by nscobie_EL, Jul 4, 2018.

  1. nscobie_EL

    nscobie_EL

    Joined:
    May 9, 2017
    Posts:
    6
    Hi all, any ideas on how to get the lightweight render pipeline (LWRP) working with AR Foundation?

    If we use the ARCameraBackground script without Override Material checked, then the default platform specific material/shader fails to render on the LWRP, and our AR content leaves never ending trails of previously rendered frames ghosting behind it.

    If we set the Override Material to a basic material with a shader from the LWRP, then we just get blackness behind our AR content, and no camera feed.

    Any pointers would be greatly appreciated!
     
  2. kennyd-itp

    kennyd-itp

    Joined:
    Jan 13, 2014
    Posts:
    30
    Bump! We're having the same problem. Which is a shame because it means we can't use ARFoundation in conjunction with Shader Graph, for example.
     
  3. nscobie_EL

    nscobie_EL

    Joined:
    May 9, 2017
    Posts:
    6
    Sorry to tag directly, but any ideas on this, @timmunity or @jimmya ? It's a pretty major blocker on our project moving forward. Thanks in advance!
     
  4. rob_ice

    rob_ice

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    Nov 11, 2016
    Posts:
    112
    Seeing as 2018.2.0f2 has just came out with updated LWRP features and shader graph, touting that it is best for XR based mobile apps.. it's going to be a shocker if it doesn't work for it - testing soon
     
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  5. renaudbedard

    renaudbedard

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    Jul 2, 2012
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  6. nscobie_EL

    nscobie_EL

    Joined:
    May 9, 2017
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    6
  7. mdurand

    mdurand

    Unity Technologies

    Joined:
    Aug 1, 2016
    Posts:
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    Hi all. We are investigating the problem will update you when we have something actionable to share.

    -Thanks,
    Mike
     
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  8. rob_ice

    rob_ice

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    Nov 11, 2016
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    Haven't been able to test as was rushed off my feet yesterday, hoping to get a moment to look today but it definitely sounds like Unity Staff will be looking into it as it looks like the phrasing about it in the 2018.2 release blog post has changed the way they explain the use of LWRP and now it has a warning about AR use -

    "Please note that LWRP is currently not supported for handheld AR, like ARCore or ARKit, or HoloLens or Magic Leap devices. New product plans will be communicated at a future date."

    It is a shame because it sounds ideal for AR!
     
  9. nscobie_EL

    nscobie_EL

    Joined:
    May 9, 2017
    Posts:
    6
    Any news or estimates on a timeline for getting this fixed?

    We're hoping to be ready to publish our AR optional game in about a month or so, and we're wondering if we'll have to delay either the release or the AR functionality due to this issue.

    Thanks!
     
  10. nscobie_EL

    nscobie_EL

    Joined:
    May 9, 2017
    Posts:
    6
    We've implemented a temporary fix for this issue. You can read about it here if you're interested.
     
  11. Venzel

    Venzel

    Joined:
    May 7, 2018
    Posts:
    19
    Hi, lads! Do you have any news about official fix ?
     
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  12. rob_ice

    rob_ice

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    Nov 11, 2016
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    112
    Would be interested in an official fix since a workaround has been made :)
     
  13. tdmowrer

    tdmowrer

    Unity Technologies

    Joined:
    Apr 21, 2017
    Posts:
    604
    A fix is currently being tested. It should be in the next ARFoundation release (along with a sample in the github repo).
     
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