Search Issue Tracker

Active

Votes

0

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.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.