03-02-2021, 12:25 AM
(29-01-2021, 01:27 PM)josemendez Wrote: Hi there!
I'm unable to reproduce this .
In your video it looks as if particles in the right eye are intersecting with the floor when you move the headset up (so their screen-space coverage is smaller, and the renderer partially clips them). It almost looks like there is a 1-frame delay between the particle positions and the camera position, but not really sure about this.
If you disable the fluid renderer, and only use the ObiParticleRenderer component (to visualize the particles used as input for the fluid renderer), do you get a similar effect?
Hi Jose,
Thanks for the response. I’ve created a .zip of a demo project where we’re experiencing the issue on our end. It’s in the Google Drive folder: https://drive.google.com/drive/u/1/folders/1PfkQST06w4FvDE43AHBDw_PTB2Ydi-T2
The steps we took to replicate:
- Created new Unity project (2019.4.16f) from URP template and switched to Android
- Update URP to 7.5.3
- Installed XR Management Plugin, Oculus Plugin, Oculus Integration Package
- Enabled Oculus XR on PC Standalone for editor testing
- Installed Obi Fluid package
- Set up Fluid Rendering in URP (in FluidViscosity scene) as shown here: https://www.youtube.com/watch?v=k5Uv5ecj...tualMethod
- Replaced Main Camera with OVRPlayerController
- Turned on Depth Texture and Opaque Texture in High Quality URP Asset
- Press Play in Quest 1 OR Quest 2
The first thing we notice in the FluidViscosity scene is that the fluid reflection is different in each eye. If you close your left eye, the “white” on the edge of the fluid will be in a different location than if you close your right eye.
So we added an extra step: We created a new ForwardRenderer called “ObiLightingRenderer.” If you change the URP-HighQuality renderer from the default ForwardRenderer to ObiLightingRenderer, the reflection issue goes away (albeit at the expense of some lighting effects). Now you should be able to replicate our problem by moving your headset up and down. Please let us know if it’s noticeable on your end as well.
The Obi Particle Renderer renders with no issues. We’ve tried using it for the time being, but the dark shading with the one-directional light input doesn’t fit the needs of our project. We’d much rather have the fluid shader.
Thank you again for being patient with us! Hopefully we can get it fixed soon.