Today I bring an issue I’ve experienced while trying to enable WebXR multiview in my scene.
The view inside the headset looks really weird, it seems that there’s no alignment of the “eyes” inside VR and the whole space seems to distort with any head rotation.
I’ve narrowed it down to what seems like custom shader code somehow interfering with the view inside the headset (side-effects I’ve seen are objects moving with the headset rotation itself). It triggers when applying the shader material to an object.
Removing either multiview or the shader material restores normal functionality
(The issue can only be seen inside a headset, in my case i can reproduce on a Quest 2)
Thanks! I’ve tried to implement it, but inside VR (quest 2) I got some initial vertex errors regarding vUV, I’ve fixed this by manually having out vec2 vUV in vertex and in vec2 vUV in fragment.
The VR does not give me any further shader errors, however, the box is simply not showing inside VR
I was sure I answered a LONG time ago. So sorry!
The issue here was a missing semicolon in the shader code so it didn’t compile in multiview. This works: