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Underwater effect wrong for Quest 3 #1158

@jonlab

Description

@jonlab

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

  1. 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).
  2. 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.
  3. Build for Quest 3.
  4. 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

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