Fixed · XR issues

120 of 20

Filtered slice of every tracked UUM id — adjust the chips to widen or narrow.

IssueStatusDescriptionIntroducedFixedDays open Mentions
UUM-120719FixedXR: Fixed built-in shader constant unity_StereoEyeIndex not being properly set when using multi-pass XR rendering mode in URP, affecting shaders such as Skybox/Panoramic which would fail to display as stereoscopic even when using the 3D Layo…6000.5.0b7May 7, 20263
UUM-132450FixedXR: Fixed incorrect resolve attachment being selected when MSAA camera color attachment is copied using frame buffer fetch.6000.6.0a3Apr 15, 20267
UUM-131974FixedXR: Fixed an issue when building and running Meta Quest applications with texture compression targeting enabled.6000.6.0a2Apr 2, 202610
UUM-113364FixedXR: Fixed foveation when used with MSAA on PC or linked XR.6000.5.0a7Feb 19, 202615
UUM-104824FixedXR: Fixed XR stats from gfx thread, like refreshRate being dropped issue.6000.0.52f1Jul 2, 202522
UUM-91896FixedXR: Fixed render pass validation errors on XR devices when using OpenGLES and MSAA camera settings differ from URP asset.6000.2.0a8Apr 3, 202521
UUM-85895FixedXR: Fixed incorrect Y-axis flipping that affected certain Quest devices using shared depth buffer or depth submission modes with Quest Link. (UUM-85895) First seen in 6000.1.0a2.6000.1.0b6Feb 11, 202520
UUM-83776FixedXR: Fixed crash on Meta Quest 2 when using Vulkan.2021.3.46f1Nov 13, 20241
UUM-71393FixedXR: Addressing the Meta Core SDK not loading when attempting to play in editor over Oculus Link.6000.1.0a2Oct 30, 202425
UUM-46969FixedXR: This might have been caused by initial PR of late latching. Reviewing the previous code it seems it should just be setting the local transform.2022.3.46f1Sep 10, 20242
UUM-71891FixedXR: Fixed for incorrect way to check if XR is enabled in the DrawObjects pass, causing issues when using reflection probes.2022.3.33f1Jun 12, 20241
UUM-71927FixedXR: Fixed for incorrect way to check if XR is enabled in the DrawObjects pass, causing issues when rendering to a RenderTexture.2022.3.33f1Jun 12, 20241
UUM-57876FixedXR: If the render pass count is greater than 0 SPI will use the proper one instead of always using 0.6000.0.0b15Apr 13, 20242
UUM-66846FixedXR: Fixed for a distorted viewport when using no intermediate texture in XR rendering while using dynamic resolution.2022.3.23f1Apr 2, 20244
UUM-66504FixedVisionOS: Fixed audio issues on visionOS due to lifecycle issues.6000.0.0b13Mar 27, 20244
UUM-41604FixedXR: Fixed missing shader macros in SinglePassMultiView for built-in pipeline shaders.2021.3.32f1Nov 1, 20231
UUM-40249FixedXR SRP: Editor performance drops as OculusRuntime.WaitToBeginFrame Time ms increases to 150-200 ms in Play Mode when MSAA is enabled and Scene View is opened/focused2022.3.3f1Jun 21, 20232022.3.8f1Aug 22, 2023629
UUM-33025FixedXR SRP: [URP][XR] Performance degradation when comparing Android Quest 2 builds across 2020.3 and 2023.x2021.3.24f1Apr 27, 20232022.3.11f1Oct 10, 202316515
UUM-1963FixedXR: Fixed XRSettings.gameViewRenderMode does not work in SRPs.2020.3.45f1Feb 14, 20231
UUM-1858FixedXR: Fixed Graphics.Blit when using VRTextureUsage.TwoEyes.2020.3.41f1Oct 21, 20221
Where the numbers come from
  • Editor releases ingested 10h ago · package versions ingested never.
  • Net-fix = fixes − known_issues per release. No weighting, no synthetic 0–100 scores.
  • Issue lifespan = first Known Issues mention → first Fixes mention, joined on UUM-id.
  • Domain bucketing groups free-text area labels via fixed regex rules; unmatched falls into Other.
  • Every chart links into the underlying release-note rows — if a number looks wrong, click through to audit it.

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