Comments (3)
Hi, I just tested other stuff and I think I found my mistake.
I fixed it and now, the VR mode is working perfectly (with the same Unity Editor version).
Feel free to close the issue if you think that it is enough to resolve this "bug" :)
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It shouldn't be related
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Tested with Unity 6000.0.0b13 and it didn't happen. As all of those are versions of beta, and it doesn't happen in the latest beta, I guess it's safe to close this issue.
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Related Issues (20)
- Spectator Camera is stretched
- Touch input mobile HOT 2
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- Bring back Built-in Render Pipeline support, an option to disable the use of XR Display
- Issues when using TrackedPoseDriver of the Input System
- Change "WebXR Export requires Gamma Color Space" to a warning and not an error. HOT 5
- WebXR Export + Unity XR Interaction Toolkit - I can't get more than 45 FPS with oculus quest 3. HOT 9
- Microsoft Mixed Reality with WebXR HOT 7
- LogError in OnPostProcessAllAssets preventing build HOT 2
- UI Canvas doesn't showed when it is configured as [Screen Space - Camera/Screen Space - Overlay] in AR mode (Android) HOT 2
- WebXR Interactions 0.22.0 - Performance differences between samples scenes HOT 3
- Implement WebXR Layers
- Streching of the view and no stereo vision HOT 2
- One stretched view in XR mode on headsets in Unity 2022.3.21f1 HOT 1
- Left and Right camera in Quest 2 look like missed allign and VR effect is broken. HOT 10
- Meshes not rendering at VR browser HOT 10
- Trigger and Grip button on Oculus did not working HOT 8
- Display AR and VR buttons in Unity Canvas HOT 4
- Screen orientation in AutoRotation mode doesn't work in AR Mode HOT 2
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