Wondered if anyone was a shader genius and could maybe help me work out what on earth is happening here…
I’ve been building VR for the Quest 2 with DK content in Unity using URP and the Shader Graph with the Unity Video Player (not AV Pro). At some point I was getting dynamic and/or static batching issues when multiples clips were shown, so I started messing around trying to fix that, but ultimately I’ve ended up with all Depthkit content (even in different apps/Unity projec/tests) becoming invisible and not being rendered. I can see other objects in the scene just not the DK stuff. Doesn’t seem to work n SRP either.
Examining the Android logs - it’s repeating this error stream a lot. Any idea what it is about?
This is from one URP project…
06:54:30.436UnityDepthkitCoreMeshSource.compute: Kernel at index (9) is invalid
06:54:30.436UnityDepthkit.Util:DispatchGroups(ComputeShader, Int32, Int32, Int32, Int32)
06:54:30.436Unity[./Runtime/Shaders/ComputeShader.cpp line 1091798952]
And this is the same message from a second app (using the DK Core Unity Phase 9 package)…
06:57:46.653UnityDepthkitCoreMeshSource.compute: Kernel at index (9) is invalid
06:57:46.653UnityDepthkit.Util:DispatchGroups(ComputeShader, Int32, Int32, Int32, Int32)
06:57:46.653Unity[ line 1164117352]
Have I somehow broken the shaders or something?
Is there a way to clear the shader cache (is that even a thing?)
This was working fin until a few days ago, is it a Quest update that’s broken it?
What’s going on?
I’m running out of ideas on how to fix it…
I should point out - I had this happen on one Quest, used a different Quest and it was fine. But now both of them have the problem and I’ve run out of Quests to test with atm.