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underwater effect wrong on XR / BIRP / Quest3 #1158

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2 tasks done
jonlab opened this issue Sep 30, 2024 · 4 comments
Open
2 tasks done

underwater effect wrong on XR / BIRP / Quest3 #1158

jonlab opened this issue Sep 30, 2024 · 4 comments
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BIRP Issues that only affect the Built-in Render Pipeline version of Crest. Bug

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@jonlab
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jonlab commented Sep 30, 2024

Is there an existing issue for this?

  • I have searched the existing issues.

Have you checked the documentation to resolve your problem?

  • I have read the linked documentation and could not resolve my issue.

Current Behavior

https://github.com/user-attachments/assets/fcb99341-3b07-4265-916d-961ed677e991
The water effect works well over the surface, but when I move under the surface, the underwater effect is wrongly superimposed on the scene, as if the traking 6 DOF was not properly taken into account. Position does not seem to be taken into account and rotation seems to be ok only on the Y rotation axis (yaw), the X and Z (pitch and roll) seems to be ignored as if the effect was attached to the camera (instead of being attached to the world) - or the camera transform matrix from the headset 6DOFs tracking) is not properly used (I guess).
Tested on several version of Unity(2021, 2022, preview 6) / Crest (always same behaviour), this issue focused on Unity 2022 LTS / Crest last version.
It works well in the scene in the editor (moving the scene camera around).

Expected Behavior

underwater effect properly superimposed to the scene

Steps To Reproduce

  1. Create a basic underwater scene (Crest Ocean Renderer with Ocean-Underwater Material with underwater and caustics enabled, Camera with Crest Underwater Renderer, a simple cube GameObject under the surface).
  2. Convert camera to XRRig, put the rig at the surface so I can go over and under the water surface easily by moving my head up and down.
  3. Build for Quest 3.
  4. Test on device (see video shot).

Unity Version

2022.3.48 LTS

Crest Version

4.20.1

Render Pipeline

Built-In

Editor or Standalone

Standalone

Environment

- OS: Android
- GPU: -
- Graphics API: Vulkan
- Target Platform: XR Android Quest 3

Anything else?

No response

@daleeidd
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daleeidd commented Sep 30, 2024

Thank you for reporting. Can you also provide which packages you used to develop for Quest. Unfortunately, there are a few options and I would rather check the right one.

@jonlab
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jonlab commented Sep 30, 2024

I am using the Oculus XR Plugin 4.2.0 (most up to date) from the Unity registry.
Configured with all default settings (multiview).

@daleeidd
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Thank you. I will let you know.

@daleeidd
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daleeidd commented Oct 4, 2024

I was not able to reproduce the issue in your video, but did reproduce some issues. I used your steps except all done in the main example scene.

I had to disable shadows for caustics to appear. The only remaining issue was that the underside of the water surface was completely occluded by the underwater fog which is incorrect. I guess the water surface depth is broken.

@daleeidd daleeidd added BIRP Issues that only affect the Built-in Render Pipeline version of Crest. and removed Needs Triage labels Oct 4, 2024
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Labels
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