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Outline Won’t Toggle Off on Quest 3 Build (URP + Unity 6) #46

@jfp68

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@jfp68

Hi Chris —
Thanks for this great asset. I’m using QuickOutline in a VR project built for Meta Quest 3, using Unity 6.2 (URP). The outline looks great — but I’ve hit a critical bug in standalone builds:

When I enable the Outline component at runtime (via outline.enabled = true), the outline appears correctly.
But when I disable it later (outline.enabled = false), the outline remains visible — it never disappears.

🟡 Note: I have not tested this in the Editor — I only build to device, and this bug consistently occurs in Quest 3 standalone builds.

✅ Things I’ve Tried:
• ✅ PrecomputeOutline = true
• ✅ Mesh import settings: Read/Write Enabled
• ✅ Disabled Optimize Mesh Data
• ✅ Manually reset material properties:
• _OutlineWidth = 0f
• _OutlineColor = Color.clear
• ✅ Tried disabling GameObject / destroying component — outline persists
• ✅ Tried setting enabled = false on the GameObject itself — no luck

📦 Environment
• Unity: 6.2.0 Beta (also reproducible in 6.1.x)
• URP: Default URP pipeline asset
• Quest 3 (Build target: Android, Vulkan, Single-Pass Instanced)
• QuickOutline: Latest GitHub version (from your fork)

*Sorry for the CGPT written bug report. Is way clearer than I would have made it.

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