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Describe the bug
Instead of drawing 2 views in XR mode on headsets in Unity 2022.3.21f1, there's one stretched image over both eyes.
To Reproduce
Steps to reproduce the behavior:
Use the WebXR XR Interaction Toolkit sample in Unity 2022.3.21f1
Enter XR mode in a headset or the "Immersive Web Emulator" in stereo mode.
There's only one stretched view instead of 2 views.
Expected behavior
A clear and concise description of what you expected to happen.
Expected to see views for both eyes.
Screenshots
If applicable, add screenshots to help explain your problem.
Using SpectorJS and the Immersive Web Emulator, this is how the sample should draw like
This is how it looks in Unity 2022.3.21f1
Unity info (please complete the following information):
Editor version: 2022.3.21f1
WebXR package version: 0.22.0
WebXR Interactions version: 0.22.0
Git or OpenUPM: Both
Using old components (like the Desert sample) or Input System + XR Interaction Toolkit: Both
Built-in render pipeline or URP: URP
Headset (please complete the following information):
Device: Any
OS: Any
Browser: Any
Additional context
Add any other context about the problem here.
Seems like in older versions, before Unity draws the views, it sets viewport and scissor test
Not in Unity 2022.3.21f1
Also in the newer version there are no WebGL warnings of invalid operations, so maybe there were some fixes related to XR SDK in WebGL.
Can try and draw the views textures to a custom shader and plane, instead of the current way of overriding the bindFramebuffer function.
The text was updated successfully, but these errors were encountered:
Solutions for now can be:
Use an older version of Unity. 2022.3.16f1 works.
Use the BiRP samples (with WebXRCamera component instead of WebXRCameraSettings component) and in the WebXR Settings set DisableXRDisplaySubsystem to true.
Describe the bug
Instead of drawing 2 views in XR mode on headsets in Unity 2022.3.21f1, there's one stretched image over both eyes.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
A clear and concise description of what you expected to happen.
Expected to see views for both eyes.
Screenshots
If applicable, add screenshots to help explain your problem.
Using SpectorJS and the Immersive Web Emulator, this is how the sample should draw like
This is how it looks in Unity 2022.3.21f1
Unity info (please complete the following information):
Headset (please complete the following information):
Additional context
Add any other context about the problem here.
Seems like in older versions, before Unity draws the views, it sets viewport and scissor test
Not in Unity 2022.3.21f1
Also in the newer version there are no WebGL warnings of invalid operations, so maybe there were some fixes related to XR SDK in WebGL.
Can try and draw the views textures to a custom shader and plane, instead of the current way of overriding the bindFramebuffer function.
The text was updated successfully, but these errors were encountered: