Hi,
I have a serious issue with OSVR (works well on Oculus, Flat mode, etc...), I suspect that it's related to the UnityRenderingPlugin but I'm not sure. I use the latest HDK firmware (2.0 which is work really well), the latest OSVR Oneclick installer (0.8) and of course the latest Unity SDK from this repository (Nice job for the OsvrMirror script ;)). My PC uses an AMD RX 480 8Gb with the latest drivers on Windows 10 Creator Update.
Now let's talk about the issue, please take a look at those sreenshots


In my scenes, I use the standard shader, somes lights and of course lightmapping. All static objects are lightmapped (the ones who are white, are not lightmapped). As you can see, all non lightmapped object are white! If I change the shader, by an unlit (without lightmap) by example, it's fine, as you can see on the screenshot below

The ground is still white because it's a terrain and I don't have changed its material.
Any idea about this issue?
Hi,
I have a serious issue with OSVR (works well on Oculus, Flat mode, etc...), I suspect that it's related to the UnityRenderingPlugin but I'm not sure. I use the latest HDK firmware (2.0 which is work really well), the latest OSVR Oneclick installer (0.8) and of course the latest Unity SDK from this repository (Nice job for the OsvrMirror script ;)). My PC uses an AMD RX 480 8Gb with the latest drivers on Windows 10 Creator Update.
Now let's talk about the issue, please take a look at those sreenshots
In my scenes, I use the standard shader, somes lights and of course lightmapping. All static objects are lightmapped (the ones who are white, are not lightmapped). As you can see, all non lightmapped object are white! If I change the shader, by an unlit (without lightmap) by example, it's fine, as you can see on the screenshot below
The ground is still white because it's a terrain and I don't have changed its material.
Any idea about this issue?