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Who managed to get Oculus Quest working in URP ?

Discussion in 'VR' started by bdeschryver, Mar 22, 2020.

  1. bdeschryver

    bdeschryver

    Joined:
    Jun 13, 2013
    Posts:
    93
    Hey guys,

    I have spent hours trying to get a nice demo on Oculus Quest using the URP on Unity 2019.3.
    I just can't get something nice out of it !
    I compared it to 2018.2.6 with normal 3D project settings and it is just nice... (of course we all forget about post processing).

    Anybody managed to use URP with Quest and get good results "out of the box" ?
    For example, colors always look "whitish", like a white overlay would display on top of everyhting and give very poor contrast...
    Thanks !
     
  2. egavi3d

    egavi3d

    Joined:
    May 18, 2019
    Posts:
    2
    Here is a good explanation on how to get a good looking result with Quest and URP.
    www.youtube.com/watch?v=EaFtxxh3Ze0

    When I build for Quest and URP, Unity compiles an absurd number of shader variants, and it takes hours. The next compile, takes the same time, no cache.
    Any solution to the build times in 2019.3 ?
     
    Last edited: Mar 27, 2020
  3. darkesco

    darkesco

    Joined:
    Mar 19, 2015
    Posts:
    61
    Ran at 50FPS. Not usable. Also shaders took about 10 minutes.
     
  4. Aaron-Meyers

    Aaron-Meyers

    Joined:
    Dec 8, 2009
    Posts:
    305
    I've got it working, but there have been a lot of snags so far. My project relies heavily on VFX Graph so that means I can't use OpenGL ES because of a showstopping known bug.

    I would say that Vulkan support is definitely still in an early stage. If I try to use Multiview stereo rendering, it doesn't really work at all... just a grey in the left eye. So I assume I am giving up some performance by falling back to Multi Pass.

    I've also noticed that when using Vulkan, it appears that my build is running at a lower resolution than when I build to OpenGL ES. I tested with a scene that doesn't use VFX Graph and saw tons of aliasing with Vulkan compared to how it looked running from the editor or built using OpenGL ES.
     
  5. hrgchris

    hrgchris

    Joined:
    Oct 26, 2016
    Posts:
    13
    I've got it working. We aren't ready to update to the new XR plugin stuff (due to other platforms) so we're still using 'Oculus Android' package alongside latest Oculus asset store bits, and all seem to work fine. This is Unity 2019.4 with latest packages.
     
    Fenikkel likes this.
  6. RogueStargun

    RogueStargun

    Joined:
    Aug 5, 2018
    Posts:
    293
    URP is working. Unfortunately camera stacking does not seem to work for Oculus Quest android builds. Its limited to single pass rendering and no post processing. The cockpit for my VR space shooter game completely disappears in builds which is frustrating as hell.
     
  7. HQF

    HQF

    Joined:
    Aug 28, 2015
    Posts:
    40
    My project using URP, Addressables, new Input system and new XR Plugin, all works fine. Also PostProcessing works, but i disable it for optimization. And i'm totally reach 72 fps in my game.

    Unity 2019.4.3f1

    XR Settings

    Packages:
    URP 7.4.1
    XR Plugin Management 3.2.13
    Addressables 1.11.2

    Oculus package settings:
    Stereo Rendering mode: Multiview
    Low Overhead Mode: Enabled

    Build:
    IL2CPP,
    x64
    OpenGLES3,
    Linear Color Space,
    Multithreaded Rendering enabled,
    Graphics Jobs enabled

    Quality:
    Texture Quality - Half Res

    URP asset settings:
    HDR - disabled
    Anti Aliasing (MSAA) 4x
    Render Scale: 0.9

    Main Light - Per Pixel
    Shadows - disabled
    Additional Lights - Disabled

    SRP Batcher - enabled
    Dynamic Batching - enabled
    Mixed Lighting - disabled
     
    Last edited: Jul 14, 2020
  8. thisismitchell

    thisismitchell

    Joined:
    Feb 20, 2018
    Posts:
    1
    I'm still having this same issue on 2019.4 LTS. Has anyone seen any solutions? I would try to reduce the number of shaders, but in the build dialog even the standard URP shaders like "Lit" seem to have 50,000+ variants being built.
     
  9. sundayhd5

    sundayhd5

    Joined:
    Aug 5, 2013
    Posts:
    3
    Try strip unused:
    upload_2021-3-29_18-54-7.png
     
  10. bdeschryver

    bdeschryver

    Joined:
    Jun 13, 2013
    Posts:
    93
    Just to let you know that I recently switched to Unity 2020.2 with URP for Quest 2 and it works really well. This with postprocessing enabled and fps stays very good !!
     
    adamhill likes this.
  11. DLight

    DLight

    Joined:
    Oct 7, 2012
    Posts:
    15
    I tried without URP, with the newest oculus drive. Good in ES3 but blank in Vulkan. Install the URP. Setup everything. Add post process...but black screen :( I'm using hand tracking, and I see the oculus menus, but any other things are black...and the start unity logo is black too. Any idea which setup will works? thx
     
  12. bdeschryver

    bdeschryver

    Joined:
    Jun 13, 2013
    Posts:
    93
  13. DLight

    DLight

    Joined:
    Oct 7, 2012
    Posts:
    15
    The setup is good. Without URP is working well.
    Unity 2020.2.2f1
    Oculus XR Plugin 1.9.1
    XR Plugin Management 4.0.6
    Universal RP 10.2.2
    App run, but screen is black. What is your package versions?
    thx
     
  14. DLight

    DLight

    Joined:
    Oct 7, 2012
    Posts:
    15
    BNG Framewrok rewrote the settings. I don't allow that step, so URP works fine...except the terrai. It crashed when I put in :(
     
    edu101 likes this.
  15. darkesco

    darkesco

    Joined:
    Mar 19, 2015
    Posts:
    61
    I've been using URP and Quest for a while now with no issues. My polygons are under 50k per rendered section of scene and I have baked lighting with 1 real-time light. Currently using Unity 2020 LTS
     
  16. shableep

    shableep

    Joined:
    Apr 8, 2013
    Posts:
    1
    Are you using the Quest 1 or 2?