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Found in
6000.0.37f1
6000.1.0b5
6000.2.0a2
Issue ID
UUM-96466
Regression
No
[XR] XR View Matrix in URP Has a One Frame Lag due to world-space transform deltas to leaking into the tracking-space computation
Steps to reproduce:
1. Open the attached user's project "TestURPTrackingSpaceShader.zip"
2. Open the "Assets/main.unity" Scene
3. Enter Play Mode
4. Notice that the white dots on the floor oscillate (See attached video URP_Repro.mov)
Expected Result: the white dots are stable
Actual Result: View Matrix has a misalignment with the camera, allowing world-space transform deltas to leak into the tracking-space computation, appearing like a one-frame lag
Reproducible with: 6000.0.37f1, 6000.1.0b5, 6000.2.0a2
Could not test 2021.3.48f1 and 2022.3.57f1 due to project errors after downgrading
Testing Environment: Windows 11
Not reproducible on: No other environment tested
Notes:
-To view how it works on Built-In RP, set the default render pipeline to None in Project Settings > Graphics. URP will be automatically set again on runtime every few seconds in MoveCam.cs.
-In BiRP, the customer is able to compute a correctly locked view matrix easily during LateUpdate (in the attached project, it’s in OverlayFx.cs:136)
-In URP, neither calling Camera.main.GetStereoViewMatrix from RenderPipelineManager.beginContextRendering nor cameraData.xr.GetViewMatrix using a custom pass on BeforeRenderingTransparents results in a stable view matrix.
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