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[SOLVED] Textures flickering in VR only (a curved "C"-like flicker pattern)

Discussion in 'VR' started by felt9099, Sep 2, 2020.

  1. felt9099

    felt9099

    Joined:
    Feb 1, 2018
    Posts:
    36
    I've been working tirelessly on troubleshooting this Unity VR environment (you know the feeling) and I'm down to my last issue...

    While moving in the VR environment (moving w/HTC Vive Pro controller and wearing the headset) certain building textures will flicker. The flicker often looks bent, like a backward "C" moved across certain parts of the texture and distorted the image for a moment. This flicker is only visible while wearing the headset; the mirror image on the computer does not show it happening.

    Has anyone experienced/solved this issue? Any ideas as to what is happening here?
     
  2. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,859
    Sounds like Z-fighting to me. That often shows up better in the headset than on a desktop.
     
  3. felt9099

    felt9099

    Joined:
    Feb 1, 2018
    Posts:
    36
    Thanks for the reply!

    This is different than Z-Fighting (which I had a lot of) but I think I figured it out. Naturally, I figured it out a few minutes after posting.
     
  4. felt9099

    felt9099

    Joined:
    Feb 1, 2018
    Posts:
    36
    Future people with this issue, here was my solution:

    1. Note that I have a lot of real time lighting in my environment.

    2.
    Because of this, I changed the Graphics Tier Settings (under Edit tab), in particular, I changed the "Rendering Path" from "Forward" to "Deferred" - this was the key change.

    3.
    When building the game this setting did not hold for some reason... So I went into the Build Settings --> Player Settings --> Graphics --> and changed each tier level options so that their specifications matched and each one had Deferred rendering (so it will always be what I want during build).

    4.
    Problem solved.
     
    JoeStrout likes this.