# Unity known issues The known issues of the Spaces Compatibility Plugin for Unity are listed. For the full list of known issues of Snapdragon Spaces SDK for Unity please visit the [Snapdragon Spaces Documentation](https://docs.spaces.qualcomm.com/unity/about/vr-mr-known-issues). ## All Platforms ### HDR incompatible with Passthrough The HDR setting in the Universal Render Pipeline Asset is currently not compatible with Passthrough. ## Snapdragon Spaces ### Image Tracking flickering If an image is held for a long time, the tracked object starts flickering. ### Plane Detection stuck The mesh triangulation gets stuck in an endless loop in version 6.0 of the AR Foundation package. ### Samples Controller Switch not working If the XR controller has batteries, the user cannot switch to the gaze controller. Remove the batteries to change the controller input. ### SP devices Spaces Home issue An application may display an incorrect icon or name after installation in the device home launcher. ### Material rendering issue during Passthrough When Passthrough is enabled, some materials may not render correctly. This issue is currently observed with placed anchors in the Anchor Sample, but it may also affect other materials under similar conditions. ### XRIT hand interaction visualization The hand interaction prefab in the samples uses the XRI Toolkit’s recommended setup; it attaches the hand ray to the Left Aim Pose prefab and tracks the Aim Position/Rotation input action. On Skyworth devices, this input action doesn’t track correctly. Only devicePosition [XR Hand Device] and deviceRotation [XR Hand Device] respond, which doesn’t provide forward direction tracking for the hand. To maintain compatibility without modifying the XRIT script, the samples retain this input setup, and the hand ray is not rendered. ## Android XR ### Performance in Spatial Meshing When using `AR Mesh Manager` with the Unity OpenXR Android XR package, rendering performance is affected by high mesh density. To mitigate this, increase the cube size used for rendering, which reduces the number of generated mesh vertices and improves runtime performance. ## AR Foundation related issues ### AR Raycast Hit reports wrong Trackable ID on success The `ARRaycastHit.trackableId` field always returns the trackableId of `0-0` as the session-unique identifier for the trackable that was hit. ### Plane detection stuck The mesh triangulation gets stuck in an endless loop in version 6.0 of the AR Foundation package. ### Persistent anchors not working on Android XR devices Persistent anchors created in the Anchor Sample do not retain after using the *Save*, *Clear*, *Load*, and *Destroy All* options on Android XR. For this reason, these options are intentionally disabled to prevent unintended side effects in the Anchor Sample. ## XRIT related issues ### AR Raycast Manager added automatically With XRIT 2.5.2, if there is an **XR Raycast Interactor** in the scene, it programmatically adds an **AR Raycast Manager** to the **XR Origin** independently from the variable `EnableARRaycasting` being set to true or false. This enables **Spatial Meshing** when this or **Plane Detection** features are enabled in the Open XR settings. This could result in a reduction of performance. ### AR Mesh Manager properties The **AR Mesh Manager** component has properties that are not supported by the Snapdragon Spaces Unity package’s subsystem implementation. Attempting to use any of the unsupported properties displays warnings when a build is run and the **Spatial Meshing** feature is enabled. ### AR Camera Manager and AR Camera background issues Enabling the **AR Camera Manager** in a scene creates a connection to physical cameras to retrieve information about their availability. Moving back and forth between scenes with the **AR Camera Manager** enabled might affect that connection negatively and cause unexpected results, such as application freezes. Consider disabling the **AR Camera Manager** where it is not needed. If an **AR Camera Background** component is enabled, rendering issues such as a frozen image may be visible in certain devices once the `ARCameraManager.frameReceived` event is invoked. It is recommended to disable this component to ensure that Camera Frame Access behaves correctly on all devices. Using video capture or streaming services simultaneously with the Camera Frame Access feature may lead to rendering artifacts or unhandled exceptions when reading image data through `XRCpuImage.GetPlane(int)`. It is recommended to handle both `YUY2` and `Y'UV420sp` frame formats in the application, as `YUY2` may be available instead of `Y'UV420sp` in these cases. ## Play in Editor known issues Check the [Play in Edtior Setup Guide](https://docs.qualcomm.com/doc/80-88642-12/topic/play_editor.html) page for information about how to configure a project to use play in editor effectively. See the [Unity documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/xr-simulation/simulation.html) on using the XR Simulation provider from AR Foundation for further information on how to use XR Simulation. ### QR code tracking subsystem is not loaded in Simulation There is no simulation subsystem defined for the QR code tracking feature. If a check must be made which depends on the QR code tracking subsystem running, it is suggested to bypass those checks in the editor. SpacesQrCodeManager arQrCodeManager; ... bool CheckSubsystem() { #if UNITY_EDITOR return arQrCodeManager.subsystem?.running ?? false; #else return true; #endif } Copy to clipboard Last Published: Oct 23, 2025 [Previous Topic Unity changelog](https://docs.qualcomm.com/bundle/publicresource/80-88642-12/topics/changelog.md) [Next Topic SCP Features](https://docs.qualcomm.com/bundle/publicresource/80-88642-12/topics/index_features.md)