I’m opening this topic to highlight several blocking issues I’ve encountered while testing the latest ZED SDK 5.0 and ZED Unity Plugin 5.0.1, whether using the official GitHub repo or by importing the package into a fresh Unity project.
No GPU equivalent → it’s impossible to use the mask data effectively.
PointCloud
No visible point cloud rendering in the [PointCloud](https://www.stereolabs.com/docs/unity/samples#point-cloud) sample.
ZEDPointCloudManager.cs has all its references correctly assigned (Camera, ZedManager, Material).
Position can logs → but nothing is rendered, in either the Built-in or URP pipeline.
*When I use ZEDFusedPointCloudRenderer.cs to display something, the rendering is way too slow for interactive use (an issue you’ve already acknowledged but it remains unresolved).
Object Detection
Unity editor always crashes when entering Play Mode with the MULTI_CLASS_BOX_ACCURATE model.
Switching to MULTI_CLASS_BOX_MEDIUM allows Play Mode to run, but:
Detections are almost non-existent.
Enable Segmentation turned on → still no visible output.
The scripts themselves are nicely commented, but there is no clear guidance for setting up these scenes properly.
The official documentation (link) is still too superficial to solve these blocking points.
What I’d like to know
Are these samples supposed to work out of the box?
If yes → could you please share step-by-step instructions to ensure correct rendering (point cloud, object detection)?
If not → what is the recommended setup to get a stable and usable result today (suggested render pipeline, Unity version, earlier SDK version, upcoming hotfix, etc.)?
I’ll handle the occlusion question in the other post.
How did you test it ? When I display the mask in the 2D OD scene using body tracking, it works fine (You can change the detection mode on the 2D Object Visualizer script).
The mask can only be retrieved on CPU from the ZED SDK.
PointCloud
3. I have no issues with Unity 6, do you have any logs in the console by any chance?
Object Detection
Can you try to use it outside of unity, with a cpp or python sample, please?
Hi folks
I have same issue with point cloud sample :
what I have in log is : In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera’s Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
I removed ZEDView from output texture in Virtual view camera and inside ZEDView changed Depth Stencil Format to D24_UNORM_S8_UINT the the log disappeared but in game view there is nothing rendered ! Any idea how can I fix the issue ? Thanks
That message comes from Unity’s Render Graph, not from the ZED plugin. Starting with Unity 6, any camera that renders into a Render Texture requires that texture to expose a depth/stencil buffer, while the ZEDView asset shipped with the samples was authored before this requirement existed.
The warning went away because of the first change, not the second one. With no Output Texture assigned, the Virtual View camera stops writing into ZEDView, so the UI element that displays that texture has nothing to show. Please restore the original wiring and keep only the format change:
Set ZEDView → Depth Stencil Format = D24_UNORM_S8_UINT; this is the actual fix for the log message.
Re-assign ZEDView to the Output Texture field of the Virtual View camera.
If the point cloud is still not visible after that, these are the points I would check, in this order:
On the ZEDPointCloudManager component, verify that Display is enabled and that the camera referenced in the “hide from camera” field is the one you do not want the cloud in; the script skips the draw call when the rendering camera matches that reference.
Render pipeline. The cloud is drawn from OnRenderObject() via Graphics.DrawProceduralNow(), and the per-camera filtering relies on Camera.current; both are Built-in Render Pipeline idioms and behave differently under URP with Render Graph active. As a quick discriminating test, go to Edit → Project Settings → Graphics, Render Graph section, and enable Compatibility Mode (Render Graph disabled), then replay the scene. If the cloud appears, the issue is confined to the Render Graph path and not to the depth retrieval.
Materials. In a URP project the plugin materials must be converted (Window → Rendering → Render Pipeline Converter), and where a *_URP variant of the point cloud material exists it should be assigned explicitly, as described in the setup guide.
To reproduce this on our side, could you please confirm the exact Unity version, the render pipeline in use (Built-in, URP or HDRP), and the ZED SDK and Unity plugin versions? The result of the Compatibility Mode test at point 4 is the most useful information; if it changes the behaviour, please also open a ticket on the plugin repository at Issues · stereolabs/zed-unity · GitHub with those details, so the Render Graph compatibility work can be tracked there.