Animation stopping object rendering on Android device - unity3d

If I create a blank scene, add a cube and attach an Animation Controller to it, then create a blank Animation and add that to the Animation Controller and then run the game in the editor - all is good.
If I then edit the Animation to spin the cube in the editor and run - all is still good.
My problem is, if I then push this to my attached Android device, the cube is not rendered - even though it is rendered in the editor.
The issue has something to do with the animation clip itself, as the cube will render on the Android device if an animation clip is empty.
If there is somewhere practical to upload the sample scene file, let me know and I'll do that.

It turns out this was a bug starting in Unity 3D 5.3.0. I submitted this to Unity and they have just responded:
Thanks for reporting the issue.
We have fixed this and problem should not appear in the latest version
(5.3.2p3). If you are still able to reproduce it on the latest
version of Unity, please respond to this email.

Related

Hololens + Unity: GameObjects are invisible

After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.

How to get Order Independent Transparency in VR/Unity working?

I'm using This github project to create order independent transparency in my projects. It's working fine with a normal camera [no OIT] [OIT], but when I try to use it with a VR setup, it just doesn't render any object on the "transparent" layer that is using the above project. [VR no OIT] [VR no working with OIT].
On top of just not rendering anything marked as transparent, the left and right cameras become offset in a way that they shouldn't, so you get a disorienting effect as if you're eyes are in the wrong place.
I'm using the Oculus SDK, but I don't think it's that. The same thing happens if I just use a camera that feeds to the Oculus headset.
Here is the Unity project, if you want to see for yourself.
Thank you
EDIT: I was also occassionally getting a weird effect where the spheres would render all black and remain centered on my left eye, and the rest of the scene was rendered upside down. The right eye would render everything not marked as transparent correctly. I believe I was using the single camera setting in the OVR camera rig when this happened, but I couldn't get it to produce the same error when I went back to record these errors.
Additionally I am using Unity 2018.2.0f2 and the Oculus SDK v1.30.1

OVRCameraRig not displaying both camera eyes in Unity player?

Unity 5.5.2f1
I'm trying to get started with making an Oculus app, following the instructions here, modifying a very simple scene I made. However, when I disable the MainCamera and drag in the OVRCameraRig, and run it in the Editor, I still only see a single frame, not these multiple eye views like in the picture. Player settings have "VR Supported" selected. Do I have something not set up right with the app? Or is the tutorial out of date or something?

Scene content is shown in game player but not shown in windows build

The scene content is shown in game player but not shown in windows build.
Could anyone suggest what can cause to this kind of problem, Or suggest ways to troubleshoot it?
Please note that :
The scene is properly defined in the build settings
I am using windows 10
I am building for windows
The scene contains some sprites with physics , an imported character with animations (I imported it from the asset store) , a UI canvas with a button, and some scripts that attached to the objects.
The scripts do almost nothing.
The game content is properly shown inside the game player (Unity's Editor player) the problem is only with the build.
When running the build output , Unity's splash screen is shown and then the scene is loaded but its content isn't shown.
I changed the camera background color , and the color is indeed changed in the build , it's just the scene content that isn't shown.
I added a UI canvas with a button , the button is shown.
I am using Unity 5.5.1f1
it is a 2d project
Make sure you are adding the scene to Scenes in Build screen.
Go to File->Build Settings and in the dialog make sure your scene has a check mark on the left.
When running in Editor Unity runs whatever scene you are working on, but when building a player you need to include the scene in the list.
Problem solved.
I deleted the camera and created a new one. It solved the problem.

Unity Screen Resolution after build .exe Issue

So I'm trying to make a game in Unity, and everything is fine, the screen resolution on the Game and Scene view are perfect and well adjusted for every aspect ratio, but after I build the game, and execute the built version of it, the resolution goes crazy.. Before executing the game, there's an option to change resolution but all of them won't work!
I only see 1/4 of the game, it's like the game is being pushed down and to the right.
How can I fix this? Am I missing anything obvious here?
I fixed it.
All I had to do was add a main camera to the scene, I thought since I had the UI canvas I didn't need a camera but I was wrong.
Now it's all working perfectly.