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Gear VR with Lightweight Pipeline not work

play_eduplay_edu Posts: 12
NerveGear
Hi I'm using Unity 2018.1.0f2 + LightWeight render pipeline + gear VR .
App not working and showing black screen. but if I switch to unity normal render pipeline then its work.

Comments

  • sometimesseansometimessean Posts: 2
    NerveGear
    Me too, so just keeping an eye on this thread.
  • TsvetanTsankovTsvetanTsankov Posts: 1
    NerveGear
    For anyone unaware - this is a problem with Unity 2018.1, Android and the SRP.
    More info -> https://github.com/Unity-Technologies/ScriptableRenderPipeline/issues/1304
    Hopefully they will fix it soon!
  • anilu221anilu221 Posts: 3
    NerveGear
    I'm having the same problem with Oculus Go, which is really bad cause I used Shader Graph to make all my materials
  • pbmousepbmouse Posts: 11 Oculus Start Member
    2018.2 beta is already here and has many fixes for the new rendering pipelines and Android.

    https://unity3d.com/unity/beta/unity2018.2.0b2

    Maybe give the update a shot and let us know if/how it's working? 


  • anilu221anilu221 Posts: 3
    NerveGear
    pbmouse said:
    2018.2 beta is already here and has many fixes for the new rendering pipelines and Android.

    https://unity3d.com/unity/beta/unity2018.2.0b2

    Maybe give the update a shot and let us know if/how it's working? 


    Just tried it on 2018.2 and it still doesnt work
  • anilu221anilu221 Posts: 3
    NerveGear
    Its already fixed, https://github.com/Unity-Technologies/ScriptableRenderPipeline/issues/1304 they said they'll create a new package soon
  • wreichwreich Posts: 1
    NerveGear
    Hi there - still doesnt work, just tried it with the latest beta (2018.2.0f1), using the LWRP template (also tried the VR-LWRP template), using 'medium' preset, and a plain vanilla scene with skybox and simple cube. Crashes on both Daydream and Gear VR (well, on Gear VR it doesnt technically crash but seems to revert to non-stereoscopic rendering).

    Is anyone working on fixing this?
  • play_eduplay_edu Posts: 12
    NerveGear
    edited July 2018

    New
    Hi,
    I created new projects with unity 2018.2.0f2 with LWRP for VR template. it's work. but I update rendering pipeline to 3.0.0 then it's not Work. also, Empty projects with LWRP 3.0.0 with unity 2018.2.1f1 not work. When I run app In oculus -go then device get a freeze.

    I'm not using any postprocessing or anti-aliasing script and also disable option MSAA in camera.

    Please suggest me can I use LWRP for production (Gear VR / GO ).

    Best_regards,
    Play_edu
  • antwerpestcantwerpestc Posts: 2
    NerveGear
    Any news on this topic?
  • cgmonkeecgmonkee Posts: 5 Oculus Start Member
    Hey all, you have to "Set the project to linear color space in Player Settings", this is a really easy step to miss in the setup, and will result in a black screen when you build to Oculus GO. This is in the steps, but again, easy to miss:
    https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Lightweight-Render-Pipeline
    Twitter: @RickEM
  • SocialPainkillARSocialPainkillAR Posts: 1
    NerveGear
    edited September 2018
    cgmonkee said:
    Hey all, you have to "Set the project to linear color space in Player Settings", this is a really easy step to miss in the setup, and will result in a black screen when you build to Oculus GO. This is in the steps, but again, easy to miss:
    https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Lightweight-Render-Pipeline
    @cgmonkee thanks for sharing pal, but that simple trick didn't fix it for me. Tried Gamma AND Linear Color Space. Still doesn't work. Well, to be completely honest, there is a difference between both settings.
    To elaborate :
    Gamma => Plain Black Screen
    while Linear => Scene compiles and is rendered inside the Gear VR BUT No VR (mono camera and no head movement).

    If anyone has any ideas they are very welcome. I'll dig it that and keep you posted if I find anything useful. Cheers. Z.
  • manugo4manugo4 Posts: 2
    NerveGear
    play_edu said:

    New
    Hi,
    I created new projects with unity 2018.2.0f2 with LWRP for VR template. it's work. but I update rendering pipeline to 3.0.0 then it's not Work. also, Empty projects with LWRP 3.0.0 with unity 2018.2.1f1 not work. When I run app In oculus -go then device get a freeze.

    I'm not using any postprocessing or anti-aliasing script and also disable option MSAA in camera.

    Please suggest me can I use LWRP for production (Gear VR / GO ).

    Best_regards,
    Play_edu
    Same here with Unity 2018.2.10f1. I get a black screen and a freeze. Without LWRP everything works fine.
  • ThrozenThrozen Posts: 2
    NerveGear
    I also have/had the same problem trying to deploy something on GearVR. I was waiting on 2018.3 because I hoped that might have fixed it.
    It did not.
    BUT while looking though all the new features and stuff I noticed that there is a new package available though the PackageManager which is "Oculus(Android)". Once I imported that package I could successfully deploy my project to GearVR again.

    So, this might not be the fix for everybody's problem, but when using LWRP on a recent Unity version, check the PackageManager and import the "Oculus (Android)" package.
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