Forum Discussion
Anonymous
6 years agoCasting from a separate camera?
So first off, yeah yeah - I know I'm crazy for wanting to render yet another viewpoint on a mobile device, BUT:
I would like to cast from a camera that isn't the user's viewpoint. I'm also using Unity. Any ideas?
I would like to cast from a camera that isn't the user's viewpoint. I'm also using Unity. Any ideas?
8 Replies
- AnonymousCurrently rendering the non-user viewpoint camera to the left eye and the normal view to the right eye. It works, but it's not a great experience for the person in the headset...
- colin_love1Explorer
timaidley_google said:
not a great experience for the person in the headset...
Out of body experience?
Sorry, I'm only commenting, so I get notified when someone else figures out how to do it. - jphilippProtegeCould you please explain what your use case is, what you want to achieve, what the final experience should be? I'm not sure I'm fully getting it. Thanks.
- MikeFTrusteeId love to see this as a possibility. My game has a spectator camera mode that renders to monitor on desktop which provides observers with additional information that the vr player doesnt always need. We had to remove this for our quest port so having an alternate casting source would be great for rift parity
- saikiran_nProtege
Any progress on this issue ?
- pro_zacMeta Employee
What you're asking for is Spectator Camera.
- saikiran_nProtege
Yes pro_zac but when I make a build out of that example scene provided by Oculus, I am not getting the desired outcome as mentioned in that blog. In the casting, I am only getting HMD view, it is not switching to SpectatorCamera view
- silence49Honored Guest
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