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Ok, I think I know how not to do Fade to Black in VR, but I'm not sure how to actually do it. Unity 2019, Quest 2 port, using XR Plug-in Management with the Oculus plug-in.

I originally did my fade in and out with Post-Processing, which worked on PC, but I was thoroughly warned against due to the added overhead. I experimented with a large transparent plane close the camera and oops, mobile platforms hate alpha blending. OVRFade did nothing?

Setsune's GameDev Zone

Sorry, totally ran out of characters. Hopefully there's a method that would work with OpenXR too, since that's what the PC release is, and I'd like to implement it there once I'm done with the Quest 2 port. (Since I only used the post-processing for the fade effect and nothing else.)