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Shadow-casting particles cause a hard crash on Oculus Quest

Discussion in 'Visual Effect Graph' started by Aaron-Meyers, May 5, 2020.

  1. Aaron-Meyers

    Aaron-Meyers

    Joined:
    Dec 8, 2009
    Posts:
    305
    Hey there, in the course of working on a prototype recently, I've discovered that having shadow-casting particles on Oculus Quest tend to cause a hard crash on the device (using URP/Vulkan). Using OpenGL ES isn't really an option for me because of another significant bug.

    Seems like the crash will occur faster when there are more particles or bigger particles (fill-rate related?), but with a more modest particle system, it doesn't happen right away or directly in response to anything in particular... seems like some kind of accumulated effect. I tried lowering the shadow map resolution to the lowest available setting, but that doesn't seem to help either.

    Is this a known issue? Anyone else come across this? Solutions?
     
  2. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    326
    Hello Aaron. Could file a bug with a minimal repro project so that we can check and fix it quickly?