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Post processing effect on Oculus Go with Unity 2019.2.6

Discussion in 'AR/VR (XR) Discussion' started by tmtmshohei, Oct 1, 2019.

  1. tmtmshohei

    tmtmshohei

    Joined:
    Aug 1, 2018
    Posts:
    2
    Hi,everyone.
    I'm trying use the self made post effect on Oculus Go.
    Until now , there were a bug that if you call "Graphics.Blit" more than twice in script , the one eye's image is broken.
    In Unity 2019.2.6, thanks to bug fixed(I guess from this resource ) the image is drawn correctly.
    However when I use the profiler and framedebuger in Unity , the image seems to be drawn twice in spite of Single Pass.


    Has anyone verified something similar?
    I'm glad even with a little information and advice.


    My Environment is
    • Unity 2019.2.6
    • Single Pass Instanced
    • Forward Rendering
    • Build for Oculus Go
    • OpenGLES 3.1+AEP
    • Color Space =>Linear