Hello, As i know there is no way to stack cameras for FPS games with 7.1.8, will it come with 7.2.0? Regards
An update on this. We might have a slight delay of package release to next week due to an critical XR issue being found. A fix is being in the work atm.
Is there any more detail on what the XR issue is? So far it has been things like Multi Pass being used instead of Multiview/Single pass due to a check failing. MSAA and Depth/Opaque texture issues on Oculus Quest/Go. Also Vulkan Multiview is in a very unstable state in 2020.1 alpha 21 using both Built-in and URP. I have spent hours logging bugs for these issues.
@phil_lira We are experiencing a plethora of XR issues in this new release already, why is the right eye overlapped/split up on Android VR using Oculus Quest/Go? Spotted by @fherbst
Unfortunately that is not the only issue. It still has a problem with Oculus Quest. Multi-Pass is now rendering in both eyes but the camera jitter is still there. The jitter was not there when only one eye was rendering (Left Eye-MultiPass with URP 7.1.8). (Unity 2019.3.0f6)
Hey @ROBYER1, I am not aware of the right eye overlapped/split up issue when working on URP XRSDK. This is something new. Could you file a bug about this so we can take a look? Thank you! Regarding your other XR questions: Oculus Quest/Go MSAA: We had a fix that should land soon. Undergoing QA right now. Depth/Opaque texture issues on Oculus Quest/Go: We had a fix for particle distortion when camera opaque is in use. Undergoing QA right now.
Happy to see camera stacking made it into the URP. Any timeline for when the Camera Stacking system will work with the 2D Renderer?
@ThomasZeng thankyou for the response on this The Depth/Opaque texture issue was causing UI and Depth/Opaque pass using Shader graphs to not show in builds- reported at Case 1188127 can you confirm this was fixed? There was a test put in place for it using this PR here which you can use to check too but I assume this would catch it? https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4803 The right eye overlapped was produced in a bug report from @fherbst from back in May 2019 which was ShaderGraphs that use texture arrays are broken, I will chase him for a case ID. There is a repro here on github https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5219#issuecomment-584649950 The issue is also mentioned here by @daves https://issuetracker.unity3d.com/issues/xr-oculus-quest-vulkan-multiview-mode-fails The following were reported prior to 7.2.0 however using the master branch a few days before release of 7.2.0, both are complete show-stoppers if not fixed anyway! (Case 1215378) [XR][Vulkan][URP][Multiview] Left eye is rendered grey while the right eye is black (Case 1215369) [XR][Vulkan][Multiview][Oculus Quest] Views for both eyes are rendered in the left eye and the right eye is black Also, @phil_lira it would be great to have a response here regarding a Final Blit pass that breaks FFR (Fixed Foveated Rendering) on Android VR, it seems unfair to expect developers for mobile VR to have to create their own pipeline just to avoid the blit pass on UniversalRP when it isn't an issue on built-in render pipeline. Why does the new Universal RP Camera Stacking feature need a Final Blit when built in renderer doesn't need it? Link: https://forum.unity.com/threads/fin...-killing-perf-on-android.737972/#post-5469459 We are so close to having Vulkan with Multiview running as expected on Quest/Go while using UniversalRP - keep up the great work and I will do my best to help squash all these nasty bugs before my release deadline so that I can use all these lovely new features.
You're asking me for URP / XR related case numbers? The one you're referring to is (Case 1201706) and I recently followed up on that with (Case 1218714) because it's still broken. I ordered the below ones by what their impact is on our work. @ThomasZeng @phil_lira I think that's a good summary of still-happening issues. It looks like a lot but I also have to say you slayed a bazillion bugs in the last months . Getting there! URP and XR Blockers: (Case 1162526) [LWRP] Shadow map clears particles in Single Pass VR Major: (Case 1218714) [URP][XR][ShaderGraph] Shader using Texture Arrays does not compile when building, prevents build (Case 1201706) [ShaderGraph] Compilation Errors on shader that uses IsFrontFacing and Texture Array Related discussions: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4948#issuecomment-559534749 https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4788#issuecomment-545195183 URP in general: Blockers: (Case 1189556) [URP] Performance regression: Particle shader does not use PROCEDURAL_INSTANCING anymore Major: (Case 1217297) [URP][Vulkan][XR] Crash on pressing play when using Vulkan on Windows Desktop Minor: (Case 1201705) [ShaderGraph] Number of compiled Shader Variants is off by more than an order of magnitude Built-in XR has also seen it's fair share of regressions in 2019.3, but that's probably more something for @daves: (Case 1217594) [XR][Postprocessing] Bloom is affecting region behind Occlusion Mesh (Case 1217591) [XR][Postprocessing] SSR is incorrect in VR (Case 1217587) [XR] Deferred rendering is broken in Single-Pass Instanced (Case 1217585) [XR][Postprocessing] Grey screen when using PostProcessing in Single-Pass Instanced (Case 1217583) [XR][PostProcessing] PostProcessing misalignment when using Single Pass
Also as mentioned here as an issue with Oculus Quest/Go and URP - https://forum.unity.com/threads/quest-lwrp-urp-msaa-not-working.786026/#post-5472258 7.2 Does get rid of the KILL_ALPHA blit as mentioned by a dev on a different post and tested by me. The issue that is still remaining is that using MSAA enforces a blit and thus FFR is broken still when used in combination with MSAA.
Thanks @ROBYER1 and @fherbst , URP XR is focusing on bug fixes in this sprint. I will coordinate with URP team to get these fixes into next couple 19.3 URP releases.
Updating to 7.2.0 from 7.1.8, killed rendering, on Android ( for us ). Still debugging this right now. Nothing renders past the Unity Splash Screen. Just a heads up. Slimming down our project as I type this.
Does it happen on a specific Android device or all devices? What graphics API are you on? Please report a bug once you strip down the project and post your case number here so we could take a look
Submitted a report. Happens on a bunch of devices, but not all. ES 3.0 was used. More details here. https://forum.unity.com/threads/android-urp-7-2-0-no-rendering-display-on-some-devices.827754/ Bug report here: 1219325
When we fix bugs we fix them first on the 20.1 branch then backport to the other branches. So it's normally fixed on the newer code before the older (even if we don't release a new package in that order).
Am mainly asking due to this response from the Graphics XR Lead, it made me wonder if I made a mistake sticking to 2020.1 for the latest tech alpha features as 2019.3 has Vulkan FFR working while 2020.1 doesn't yet (somehow). I always thought newest releases had the latest changes which are backported which doesn't seem to be the case this time somehow? "please stick with 2019.3 for the time being. There are some architectural changes (specifically dealing with Vulkan render passes) in the engine in 2020.1 that have are currently affecting all the goodies you want: Vulkan, multiview, and FFR on Quest. Please hang with us for the moment, and I'll let you know when to start kicking the tires on 2020." https://forum.unity.com/threads/fix...-quest-not-working.686662/page-3#post-5442786
Ah so that is something different. Speaking specifically for the package workflow what I said is right. When taken in conjunction with large changes that touch unity.exe it can be more rough. Lets say a new XR framework or something is added. It might be some time before it's landed and working properly in the URP 20.1 supported branch. With the 19.3 version it's been cooking much longer and the engine isn't changing so much (mostly bug fixing) 20.1 has full features landing so it can lead to more instability and fallout.
I am using a render feature for SSAO in URP, with 7.2.0 the render feature still works in the editor but has no effect in the build. I am building to iOS.
We haven't seen an issue about render features not working in iOS. We will need a bugfix with a repro case to investigate this further.
I've attached the SSAO render feature. Building with 7.1.8 works fine but not with 7.2.0. To reproduce, I am using Unity 2019.3.0f6. Add the render feature in a clean project. Create a blank scene with two objects that show off the SSAO effect in editor and build to device.
Could you submit this as a bug report in our system? This is so that our QA do triage and get more info.
@DiveshNaidoo that zip does not contain your entire project, just the effect. In your project do you have "require depth" enabled in the pipeline asset or in the camera? There was an issue that post-processing was always requiring depth, so now in 7.2.0 if you need depth texture for AO you have to require it. For more details check this upgrade guide to 7.2.0
@fherbst has done a terrific job of investigating what it takes to get the URP Boat Attack demo rendering (albeit quite ugly looking) on the Oculus Quest. His post also shows how the project demonstrates all the current major issues we have reported with URP in XR previously. https://forum.unity.com/threads/ach...niversal-render-pipeline.826272/#post-5472555
Package 7.2.0 is still not showing up in my package manager.. What should I do? I am using Unity 2019.3.0f3..
Just upgraded to 2019.3.0f6 but still not showing up. I even tried Unity 2020.1a and not showing up even in that project
EDIT : After restarting the Unity, Trying to create a new project from scratch again! And then open the previous project and now 7.2.1 is showing in package manager. Thanks alot
Just making sure we're talking about the same issue here: I'm trying to get MSAA working on the quest as well without luck. Unity 2019.3.1f1. Tried both URP 7.2.1 and 7.1.8. I'm using the "legacy" (aka the working) XR plugins from the asset store (OVR) and package manager. Tried both Single Pass and Multi Pass stereo rendering with low overhead mode and V2 Signing. On the URP asset; -MSAA: 8x -Render Scale: 1 -no depth or opaque texture The OVR Manager; use recommended MSAA Level: false Using the CenterEyeAnchor camera; Object Tagged MainCamera Renderer set to 0: ForwardRenderer Post Processing: false Anti-Aliasing: none Opaque Texture: Use Pipeline Settings Depth Texture: Use Pipeline Settings HDR: Use Pipeline Settings MSAA: Use Pipeline Settings I'm doing this in my gamemanager: Code (CSharp): /// <summary> /// Setting overrides that doesn't work correctly or is not available in the unity editor GUI. /// </summary> private void Start() { QualitySettings.vSyncCount = 0; Application.targetFrameRate = -1; StartCoroutine("MSAAFix"); QualitySettings.antiAliasing = 4; UnityEngine.XR.XRDevice.UpdateEyeTextureMSAASetting(); Debug.LogError(UnityEngine.XR.XRSettings.eyeTextureDesc.msaaSamples); } /// <summary> /// Fixes MSAA not being applied in VR with URP. Taken from; https://forum.unity.com/threads/quest-lwrp-urp-msaa-not-working.786026/ /// </summary> /// <returns></returns> IEnumerator MSAAFix() { UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 0.5f; // Any value, just to trigger the refresh yield return new WaitForEndOfFrame(); // Needed to apply the changes UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1f; // Use your target resolution here Debug.LogError("after: " + UnityEngine.XR.XRSettings.eyeTextureDesc.msaaSamples); yield return null; } Both logs of UnityEngine.XR.XRSettings.eyeTextureDesc.msaaSamples shows 1. Is this bug acknowledged / worked on? Is there a temporary fix I can apply? P.S. I noticed that in URP 7.2 when disabling Post Processing on the camera, the Anti-Aliasing option is not hidden, where in 7.1.8 it hides it. EDIT: For anyone with MSAA issues, go here: https://forum.unity.com/threads/quest-lwrp-urp-msaa-not-working.786026/page-2 Got it working today - together with FFR.