[Oculus Quest] Mobile Multi-view causing UI and Debug rays rendering issues

Hello there, just wondering if there’s any way to have Widgets (2D) and Debug rays to render correctly on Oculus Quest when using Mobile multi-view rendering. My current issues are:

  • Widgets are currently only rendering on the left eye (I’m using an animation opacity widget to simulate a camera fade in/out, which cannot be done with 3D Widgets).

  • Debug rays are rendering in slightly different locations in each eye, creating a strange visual effect. I am using these to serve as a laser pointer for 3D Widget Interaction, if you think I should do these differently I’d appreciate any feedback.

If I deactivate multi-view rendering I don’t have any of these issues but I know it’s a bad choice in terms of CPU performance optimization, so I’d rather find ways to fix them.

Thanks!

Hi,

  1. 2D widgets are not supported in VR mode so you’ll need to find another way to do that camera fade. One possible method is: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-color-functions/
    otherwise something like using a stereo layer very close to the camera would work.
  2. The debug rays should not be used, not just because they don’t render properly with mutliview, but also because they do not show on Shipping builds for distribution, so when you go to release you’re game you’ll see it’s gone! :wink: You’ll need to recreate this yourself annoying but does not take too long. There are lots of tutorials online for creating it.

Thank you, this fixed my problems! The weird thing now that is that I’m getting much better performance keeping the “Mobile Multi-view” option off than turning it on (72 vs. 60 fps)

I’ve experienced this problem. Good to know. It also happens with MetaHuman hair in VR in the right eye on the HMD. I’ll be disabling Mobile Multi View for now, and will create workarounds later. I can also relate to the “Debug” rays. I’ve experienced this too!