- Issue category: Occlusion
- Device type & OS version: iOS
- Host machine & OS version: M1 MacBook Pro on macOS Monterey 12.5
- Issue Environment : Unity Mock / On Device
- ARDK version: 2.1.0
- Unity version: 2021.3.7
I am trying to get the ScreenSpace Mesh occlusion working using the ARDepthManager and it doesn’t seem to work when the scene starts. It only starts working when I disable and then re-enable the ARDepthManager component in the Unity editor. The behavior is the same on the actual iOS device.
I tried changing the occlusion type in the ARDepthManager to None or Depth Buffer but that still doesn’t get the occlusion working.
I noticed that the order of the Command Buffers on the main camera changes when I disable/re-enable the ARDepthManager component… could it be something with the order of those that matters? Also, if I just remove the MockFrameRenderer command buffer from the main camera, the occlusion starts working again, although the mock frame isn’t rendered.