Hello,
I created a folder with the C# method and the 3d object scene layers become visible. Only the 3D object scene layers that contain textures glitch a lot on my Quest 2 VR headset. 3D object scene layers without textures do not glitch. I also exported as test a building (multipatch) from a 3D object scene layer as an OBJ file from ArcGIS Pro and when I import it directly into Unity, the textures of the building look perfect and do not glitch in my headset.
What can I do about this?
I saw in the plugin's render script that, for example, Mipmaps are generated. So that doesn't seem to be the problem. When I zoom out in the Unity Editor I also see that textures are replaced by smaller versions so that seems good too.
Hi there,
Based on your description, this is Z-Fighting. Are you loading the data twice? If you have it loaded through the map creator and are loading it through a script, this could cause the Z-Fighting.
If it is possible to attach screenshots, that would be greatly appreciated.
Mason
The left church is from the ArcMap script and the right is a OBJ file. Its the same church in ArcGIS Pro.
The ArcMap script is under the Main Camera and i have no layers add to the Map Creator.
In Unity you can also see for example that the left roof is not behaving normally. When i move in the Scene view the texture rotate or something.
Sorry a video again. When stop the play modus you can see that the church is build out more fronts. But i opened the OBJ or DAE file in SketchUp and there are no more fronts. Maybe ArcGIS SDK renders to much textures.
Hello Mason,
Textures on 3D Object Scene Layers glitch a lot (usually from distance), but the image tile layer glitches almost not at all. And 3D object scene layers without textures (only colors) don't glitch.
What could be the problem?
Gr Wout
Hello Mason,
I still have this issue. But i can't find a solution for this. The only thing i can do is to use 3d objectscenelayers without textures. Have you heard this from more people who works with the Meta Quest 2?
I also try to use the Oculus link cable but this gives the same problem.