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Won't Fix
Won't Fix in 1.1.X
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”
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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.
Resolution Note (1.1.X):
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.