jc10487 Posted January 20, 2021 Share Posted January 20, 2021 Hi all, Is there anyway to turn off the occlusion mesh in Unity? (y'know, the part of the screen that fades to black to save GPU resources) I can see it slightly so I'd just like to get rid of it, but it doesn't seem like XRSettings.useOcclusionMesh does anything. I've seen someone on Reddit say that XRSettings,occlusionMaskScale could make the occlusion mesh bigger; therefore it would be less visible, but it doesn't seem like this has any effect either. Right now, I have OpenXR Loader active in Unity, and that's connected to SteamVR, and I'm using the Cosmos headset. Thanks in advance. Link to comment Share on other sites More sharing options...
Corvus Posted January 21, 2021 Share Posted January 21, 2021 @jc10487 It is possible to disable the render mask with the Wave XR Plugin. The Unity OpenXR Plugin is still in preview and maintained by Unity so any bugs or feature requests should be made directly. https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRSettings.html#rendermask Link to comment Share on other sites More sharing options...
jc10487 Posted January 21, 2021 Author Share Posted January 21, 2021 @Corvus Ah I see, I'll report it to them; it seems that wave XR is for android though? I'm trying to run this on PC. Link to comment Share on other sites More sharing options...
Corvus Posted January 21, 2021 Share Posted January 21, 2021 @jc10487 Sorry for any confusion. Yes, Wave SDK is for android. Link to comment Share on other sites More sharing options...
jc10487 Posted January 21, 2021 Author Share Posted January 21, 2021 @Corvus Is there anything that can be done to be able to get this feature working? It seems that the folks at Unity are unwilling to provide useful insight to problem. https://forum.unity.com/threads/xrsettings-occlusionmaskscale-not-working.1037848/ Link to comment Share on other sites More sharing options...
Corvus Posted January 22, 2021 Share Posted January 22, 2021 @jc10487 I'll look into this further and follow up. Link to comment Share on other sites More sharing options...
jc10487 Posted January 22, 2021 Author Share Posted January 22, 2021 @Corvus Thank you, I appreciate it Link to comment Share on other sites More sharing options...
jc10487 Posted February 10, 2021 Author Share Posted February 10, 2021 @Corvus Any update on this? I recently got in contact with a Unity QA engineer, and they said that, on their end, they support OpenXR, which can interface with SteamVR and HTC HMDs; so I tried using it and found that, even though I set XRSettings.useOcclusionMesh to "false", and check that the "occlusion mesh" view in Unity Editor's game view is correct, there still seems to be another occlusion mesh, and it seems like it's constant for any game (i.e. that occlusion mesh stays on and is the same no matter what game or program I open). In other words, it seems like an overlay created by either the headset or SteamVR, so if there's nothing on your end that can be done about this, then that leaves only the people at Valve that could possibly help Link to comment Share on other sites More sharing options...
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