Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.1.6
Issue ID
AVPB-451
Regression
No
[VisionOS] GameObjects disappear and reappear when moving the Camera
Reproduction steps:
1. Open the attached "PROJECTFILE" project
2. Open the "Assets/Scenes/SampleScene.unity" scene
3. Move the Scene view Camera around
3. Observe the “LoginModal” GameObjects
Expected result: GameObjects do not disappear
Actual result: Some parts of the “LoginModal” GameObject disappear and reappear
Reproducible with: 1.0.3, 1.1.6 (2022.3.20f1)
Reproducible on: macOS Sonoma 14.3.1 (M1 Max)
Not reproducible on: No other environment tested
Note:
-Issue reproducible in the Editor and the visionOS Simulator
-Some of the GameObjects that disappear and reappear: “TotalPagesLabel”, “Icon_Bookmark”, “Icon_Zoom_In”
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader transparency, discard, and clip are not working when using the Player
- Error is thrown when clicking on warning in the console
- Long IL2CPP build time when project has a .ufbx library wrapper
- Cursor doesn't change to the resizing when using the Rect Tool and the Sprite is too close to the bottom of the Scene View
- InvalidOperationException exception is thrown when Editor Default Text Rendering Mode is set to "Bitmap" and Editor Font is set to "System Font" and an array is expanded in the Inspector Window
Resolution Note:
This isn't a polyspatial issue, but is an issue with how they have constructed their scene which has a lot of Z fighting between transparent objects. The person who built this scene I do not believe understands how z sorting and transparency works.
Transparent objects are sorted by the distance of their origin. So if you have many wide, tall, transparent objects, like quads for a UI panel, their origins can often be at the wrong distance as you rotate around them.
This user either needs to use the canvas system which will deal with this issue itself. Or they need to switch as many shaders as possible to be opaque to get around transparency sorting issues.