I’m not able to execute the command “viewmode unlit” on the Oculus Quest. I’ve even added *r.ForceDebugViewModes=1 *to the[/Script/Engine.RendererSettings] section in the DefaultEngine.ini.
Unlit mode works fine on the VR Preview but not on a packaged game.
Has anyone managed to run a game in unlit on the Quest?
Hey, sorry for the late reply.
I think that the view modes are actually shaders that catch specific passes and data not available on the Oculus Quest.
Some of them are like a render pass or use the Gbuffer with debug info.
I’d imagine much of this is a result of Oculus Quest using the forward rendering pipeline and therefore missing features key to rendering these view modes.
One solution to this would be to make your shaders unlit and only output the base color as emissive although that probably doesn’t help you much.
Hope this at least helps you narrow it down though.
What @hematthe is saying is the right way to go. Create a Master Material with the Unlit shading model, and use Material Instances for all of your models.