Forum Discussion
Bravezebra
10 years agoExplorer
Game with to cameras on Unity.
Hello,
We are currently working on a game concept that involves using two cameras. In on screen we have a minimap and on the other one a FPS controller.

http://i.imgur.com/2FCDE8y.jpg
The screen on the right should be rendered only in oculus. So people with only one monitor and the oculus will be able to play our game.
Our problem is that with the new Oculus SDK windows is not detecting the rift as a second display, so we are not able to render the minimap camera on the main monitor and the FPS camera on the rift.
Anyone got something similar working?
We are currently working on a game concept that involves using two cameras. In on screen we have a minimap and on the other one a FPS controller.

http://i.imgur.com/2FCDE8y.jpg
The screen on the right should be rendered only in oculus. So people with only one monitor and the oculus will be able to play our game.
Our problem is that with the new Oculus SDK windows is not detecting the rift as a second display, so we are not able to render the minimap camera on the main monitor and the FPS camera on the rift.
Anyone got something similar working?
2 Replies
- MecrofExplorerHi
I think, it's not a problem that Windows is not detecting the rift as a second display.
How did you render the minimap and the FPS camera before? In a single buffer that you extended on the both screens?
With the new SDK, you can render in the Rift a image and then render another image in your normal display. It's how works the sample OculusRoomTiny:
1- renders the virtual scene in a framebuffer
2- draws it on the Oculus Screen
3- then draws the same buffer on the Window.
In the step 3, you have only to replace the FPS camera's framebuffer by the minimap camera's framebuffer. It's my app's pipeline.
EDIT: oops! Didn't it was about Unity :roll: I don't know how the sdk works with unity - BravezebraExplorer
"Mecrof" wrote:
Hi
I think, it's not a problem that Windows is not detecting the rift as a second display.
How did you render the minimap and the FPS camera before? In a single buffer that you extended on the both screens?
With the new SDK, you can render in the Rift a image and then render another image in your normal display. It's how works the sample OculusRoomTiny:
1- renders the virtual scene in a framebuffer
2- draws it on the Oculus Screen
3- then draws the same buffer on the Window.
In the step 3, you have only to replace the FPS camera's framebuffer by the minimap camera's framebuffer. It's my app's pipeline.
EDIT: oops! Didn't it was about Unity :roll: I don't know how the sdk works with unity
Thanks for the reply man.
I got it working anyway (: https://forums.oculus.com/viewtopic.php?f=37&t=28767
Good luck with your app!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 8 months ago
- 3 years ago