I have a urp project for quest 2. In unity the shadows work fine (id like to be able to increase the strength more), on the device they are nonexistent. Any idea? I use point lights. Box lights are enabled.
Which unity version? Vulkan or OpenGL? Single pass/multiview or multipass? Did you also try to get shadows with spotlights or directional light? (point lights are crazy expensive btw) Do you use the same Graphics quality tier in both editor and android? If not, do that
I have been using unity for 11 years and didnt know you can change platform default quality. Lights fixed but the shadows are weak. I have strength to 1. Is there a way to make them more visible? Im on Unity latest LTS, with openGL3 and multiview. Problem is now the camera movement very laggy. I guess its the fps low
1. What do you mean stronger? Do you mean more visible? If so, go to lighting settings - environment and here change ambience lighting and other parameters 2. That could be. Quest standalone isn't that strong and needs a lot of optimization. Running the profiler might help (or hire me if needed (; )
Thank you but that didnt work. Ambient color just makes the whole scene darker. I managed to increase the fps with baked light
Unfortunately that shader is S***. Thankfully Lit does the job without dropping the fps! Problem is my line renderer (mobile>particles>additive) and textmeshpro texts are invisible now
both static and baked but only one shadows baked. maybe its a setting in light settings? also baking seems to remove smoothness from the materials
alright i managed to solve most problems but for some reason lighting is dead on device. Works fine on unity tho here are the settings https://imgur.com/a/HiVZbEw UPDATE: checking mixed lights fixed it
Sorry to bother @DevDunk im having problems with unitys retarded light system again. Its dead. Point light in vr. Any ideas?
If you need help be specific. 1. What does it's dead mean? 2. Is there a specific lighting system which is retarded? Doesn't really help to clarify
i have a vr project that uses urp and a single point light in the scene. It works in unity but when deployed on the device its disabled. I tried every relative setting but nothing. It seems to be a bug specific to point lights cause directional light works
Remove all graphics quality tiers except one. Additional lights probably are just disabled on the android tier
Have the same behaviour. Even though the highest quality is selected by default for Android, it is switched to lowest in builds. Quest 2.
Also if you remove all other graphics tiers and have selected the high quality urp asset in proj settings - Graphics?
No, if I remove everything except High Quality then High Quality is selected in the build, just like in your case.