# Spatial Sdk Known Issues **Documentation Index:** Address known issues in Meta Spatial SDK by applying workarounds for layer cropping, mesh rendering, and debug performance. --- --- title: "Known issues" description: "This page lists known issues with Meta Spatial SDK and provides workarounds where available." last_updated: "2025-10-03" --- ## Layers displaying incorrect cropping When multiple `SceneQuadLayer` instances share the same `SceneSwapchain` and each calls `setCrop()` with different crop rectangles, all layers display the same crop instead of their individually specified crop regions. ### Expected behavior Each layer should display its own unique crop rectangle from the shared swapchain texture. For example, when rendering a cubemap with six layers sharing one swapchain, each layer should show a different face of the cube based on its individual crop settings. ### Actual behavior All layers display the same crop rectangle, typically showing the last crop rectangle that was set across all layers. This means: - Layer-specific crop regions are ignored - Only the most recently applied crop settings take effect globally - Multiple layers appear identical instead of showing different portions of the texture ### Workaround Consider using Meta Spatial SDK version 0.7.2 if this functionality is critical to your application. ## Layer incorrectly created when using mesh-based rendering When using `ReadableMediaPanelRenderOptions` with `renderMode = PanelRenderMode.Mesh()`, the system incorrectly creates a compositor layer instead of using only mesh-based rendering. ### Expected behavior When `PanelRenderMode.Mesh()` is specified, the panel should render using only a 3D mesh without creating a compositor layer. ### Actual behavior The system creates both a mesh and a compositor layer, which: - Consumes additional GPU memory and processing resources - May impact rendering performance - Goes against the intended lightweight mesh-only rendering approach ### Workaround If you're creating `ReadableMediaPanelSettings` objects, you can work around the issue by applying the fix after converting to panel configuration: ```kotlin val panelSettings = ReadableMediaPanelSettings( shape = QuadShapeOptions(width = 1.0f, height = 1.0f), display = PixelDisplayOptions(width = 1920, height = 1080), rendering = ReadableMediaPanelRenderOptions( renderMode = PanelRenderMode.Mesh(), // ... other render options ), // ... other settings ) val panelConfig = panelSettings.toPanelConfigOptions() panelConfig.layerConfig = null // Override the incorrect layer creation // Use panelConfig for your panel setup ``` ## Degraded performance in debug mode Spatial SDK applications experience significantly reduced performance when built and run in debug mode compared to release builds. ### Expected behavior Applications should maintain reasonable performance levels across different build configurations, with debug builds performing close to release builds for basic functionality testing. ### Actual behavior Debug builds exhibit notably degraded performance. ### Workaround Switch to release build variant for performance-sensitive testing: 1. In Android Studio, open the **Build Variants** tool window by navigating to **View > Tool Windows > Build Variants** 2. In the **Build Variants** window, locate your app module in the list 3. Change the build variant from **debug** (default) to **release** for the app you are testing **Note:** Remember to switch back to debug mode when needed. Consider using release builds for performance profiling and user experience validation.