Additive BlendMode leads to transparent GameObjects in Video Capture

Dear Magic Leap Team,

due to the MLSDK getting deprecated we decided to switch to the OpenXR XR Provider for our application. In general this seemed to work well so far, but we have a little issue:

When using the Additive BlendMode in the ML2 Rendering Extension Feature Group game objects in the scene become transparent when capturing a video or image. We found out that switching to the AlphaBlend BlendMode resolves this issue, but then the segmented dimming feature gets enabled which looks a bit weird and is not wanted on our side for the user.

Is there a new way to keep the gameobjects opaque without switching to the AlphaBlend BlendMode?

(Another issue we encountered is that the Loading Icon during the app start gets way too much segmented dimming.)

Unfortunately, there seemed to be no solution in this post, but we hope things might have changed since that post.

We are using a slightly modifed version of the deprecated MLCamera example code from
here
to capture the video, because to our knowledge there is no OpenXR API for the capturing videos yet.

Example images with a simple unlit red cube:
AlphaBlend BlendMode enabled:

Additive BlendMode enabled:

URP Asset Settings (for both blend modes):

URP Asset Renderer Settings (for both blend modes):

Unity Editor version: 2022.3.19f1
ML2 OS version: 1.8
Unity SDK version: 2.3
Host OS: Windows

Thank you for your help and kind regards

Hi @crucial-sailor you can adjust the opacity of the objects that are captured inside the Mixed Reality Capture settings. You can access them by selecting the camera in the top left hand side of the home menu, then selecting the settings button. There you can adjust the opacity as well as other capture settings.

And you are correct, you can continue using the MLCamera to access the camera even when using OpenXR.

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Enabling OpenXR Secondary View also allows you to capture opaque objects by default in your application, when using MLCamera instead of the System Capture.

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Enabling the Secondary View solved the issue. Thank you.

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