# Unreal Water Invisible after Packaging to Quest 2

**URL:** <https://forums.unrealengine.com/t/unreal-water-invisible-after-packaging-to-quest-2/509098>\
**Category:** World Creation\
**Tags:** unreal-engine, Android, Packaging, UE4-27, question\
**Created:** [March 23, 2022, 7:41am UTC](https://forums.unrealengine.com/t/unreal-water-invisible-after-packaging-to-quest-2/509098 "2022-03-23T07:41:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AquaRex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AquaRex](https://forums.unrealengine.com/u/AquaRex)\
**Post date:** [March 23, 2022, 7:41am UTC](https://forums.unrealengine.com/t/unreal-water-invisible-after-packaging-to-quest-2/509098/1 "2022-03-23T07:41:36Z")

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Hi

I’ve run into an issue where Unreal Water is invisible in the Quest 2 after packaging.  
Unreal Water works fine if packaging to Android Phone, but not in the Quest 2.  
I’ve tried adjusting a ton of settings for the water and the overall rendering, but its the same result regardless. Unreal’s Water system remains invisible in Oculus Quest.

Any reason for this? I haven’t been able to find any help regarding this…

Thanks!

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<div class="post-metadata">

**Author:** ![AquaRex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AquaRex](https://forums.unrealengine.com/u/AquaRex)\
**Post date:** [March 24, 2022, 3:37pm UTC](https://forums.unrealengine.com/t/unreal-water-invisible-after-packaging-to-quest-2/509098/2 "2022-03-24T15:37:48Z")

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Unreal Water apparently requires Single-Pass Stereo Rendering to show correctly in VR.  
This can be turned on for Unreal in:  
Project Settings - Engine / Rendering - VR:  
Instanced Stereo = True

Leaving this here for future reference, or if anyone else encounters this.
