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Resolved Glow in a scene not working when building for quest, but running fine over link cable? Whats wrong?

Discussion in 'VR' started by educa, Nov 7, 2020.

  1. educa

    educa

    Joined:
    Mar 3, 2015
    Posts:
    14
    Anyone have an idea if Oculus Quest builds somehow support HDR? The screenshot below is in unity editor and I have 2 materials with emission (the red and gree) which seem to glow. Playing it on unity editor through link cable gives me the glow on the Quest2, but that is because it renders on the GPU of the PC. If I build it for standalone on the quest, then I get.... red and green that doesn't emit glow at all. This is NOT done in postprocessing, but really a URP standard shader with emission. Quest doesn't show the glow :( . Any ideas ?
     

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  2. Geist2501

    Geist2501

    Joined:
    Jun 29, 2019
    Posts:
    24
    Link Cable is PCVR, Quest is Android - so that is in many cases very different. One thing you can do is force your Unity Editor to start up in OpenGL mode, so it uses a graphics API closer to the Quests OpenGLES...

    I don't use the URP, it's extra buggy, more so on quest/2 from what i was told by people that usually use it... So take my advice with a grain of salt, but running your editor in a Android relative graphics API is a good idea. DX just behaves very differently ;)

    One comment though, to reinforce my first sentence: "Playing it on unity editor through link cable gives me the glow on the Quest2" - No, it does not give you glow on the quest, it gives you glow on the PC and sends that image, made on the pc, to your quest to display - rendering is done on the pc if you use Link, that is entirely PCRV in that situation.

    Hope that helps you get a few steps toward a solution :)
     
  3. educa

    educa

    Joined:
    Mar 3, 2015
    Posts:
    14
    Hi, yes I understood that this indeed the reason why I see it on pc and not on native quest. When I play in unity editor then it uses my gfx card and on the quest it uses the android device in the quest. I did also find out that there was a post processing volume active in the editor, which explains a lot. Thanks for answering