Thank you for responding.
I have been using the same device recording settings for over a year, so I don’t think that is the issue. I even recorded playing several Unity apps back to back in the same clip with the same settings, and the visual results in each app are different.
Based on all my testing between builds and recloning project repositories, I think the visual recording bug is introduced when I switch between build profiles in Unity 6.
For example, I have a project that has two separate build profiles for two HMDs. If I clone from git and go straight to the ML2 build profile to build the app, then the recording will be fine. However, if I switch to one of the other build profiles and then go back to the ML2 profile, the build will have the recording bug even though I’ve ensured that every setting in openxr, plugins, player settings, etc is identical.
In a second example, I have a project that I am using an XR simulator + Windows build profile to do multiplayer test builds, and an ML2 android build profile for deploying to device. The recording bug is also present in this app, even though there are no other target HMD build profiles.
Has anyone tested deploying to ML2 in Unity 6 using multiple build profiles and encountered a similar recording issue?
Thank you again for your help investigating this bug. It’s very niche, but being able to use build profiles unlocks a lot of possibilities for the ML2.
– – – P.s., in the first example above, my other device is a Meta Quest 3. It experiences a similar bug where if I build to MQ3 after previously working on the ML2 build, then there will be no audio in the MQ3 app. But if I build to MQ3 directly after recloning the project repo, then the audio is fine. I have tested swapping between MQ3 and XREAL Air 2 Ultra build profiles, and it doesn’t cause the same issue as when switching from the ML2.