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Description
Is there an existing issue for this?
- I have searched the existing issues.
Have you checked the documentation to resolve your problem?
- I have read the linked documentation and could not resolve my issue.
Current Behavior
https://github.com/user-attachments/assets/fcb99341-3b07-4265-916d-961ed677e991
The water effect works well over the surface, but when I move under the surface, the underwater effect is wrongly superimposed on the scene, as if the traking 6 DOF was not properly taken into account. Position does not seem to be taken into account and rotation seems to be ok only on the Y rotation axis (yaw), the X and Z (pitch and roll) seems to be ignored as if the effect was attached to the camera (instead of being attached to the world) - or the camera transform matrix from the headset 6DOFs tracking) is not properly used (I guess).
Tested on several version of Unity(2021, 2022, preview 6) / Crest (always same behaviour), this issue focused on Unity 2022 LTS / Crest last version.
It works well in the scene in the editor (moving the scene camera around).
Expected Behavior
underwater effect properly superimposed to the scene
Steps To Reproduce
- Create a basic underwater scene (Crest Ocean Renderer with Ocean-Underwater Material with underwater and caustics enabled, Camera with Crest Underwater Renderer, a simple cube GameObject under the surface).
- Convert camera to XRRig, put the rig at the surface so I can go over and under the water surface easily by moving my head up and down.
- Build for Quest 3.
- Test on device (see video shot).
Unity Version
2022.3.48 LTS
Crest Version
4.20.1
Render Pipeline
Built-In
Editor or Standalone
Standalone
Environment
- OS: Android
- GPU: -
- Graphics API: Vulkan
- Target Platform: XR Android Quest 3
Anything else?
No response