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Bug VFX Graph doesn't fully render in Oculus VR

Discussion in 'VR' started by scarscarin, Jun 4, 2021.

  1. scarscarin

    scarscarin

    Joined:
    Apr 5, 2019
    Posts:
    23
    Hello!

    I am creating a project containing a series of interactive pointclouds inside VR.

    The issue is that with a couple of them, in certain camera positions, the particles aren't rendered in the game view [video below]



    I am using the keijiro/pcx unity package + vfx graph (hdrp) and oculus integrations. I am connecting the Oculus Quest 2 through link cable to test it out in the editor but this happens.

    Any idea what it might be? How do I avoid it?

    EDIT: the camera Min Render scale in the OVR Manager is set to 0.5 (I even changed the script and set it to 0 but it doesn't make a difference)
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Looks like a bounds culling issue to me.
     
  3. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
    Hi,

    I would suggest to try a few different things :
    • look at the culling bounds settings and try to disable culling fully
    • does it happen with both multi-pass and single-pass methods ?
    • try to turn off the camera relative rendering option in HDRP
    If you can log a bug with a repro project, we can investigate further.
    Thanks,
    Fabien