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unsubstantiatio
10 years agoHonored Guest
DK2 targeted to wrong camera
I have a few scenes of different types where I'm coming across an issue. In the scenes I have 2-3 cameras functioning at a given time, The DK2 only displays one, as it should, but it's displaying the wrong one. For example, in one case it displays the view from a weapon camera as opposed to the head/eyes camera. In another case it displays a map camera instead of the proper camera. Is there any simple way of telling the dk2 to ignore a given camera? I still want the camera functioning, i just dont want the dk2 to use it.
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- vrdavebOculus StaffPlease see http://docs.unity3d.com/ScriptReference ... depth.html. Unity renders cameras in the order of their "depth" properties. The camera with the highest depth goes last and, depending on your settings, overwrites the output of the previous cameras. You pay a performance cost for each active camera, so it's a good idea to disable all but the one you want to see. Or you could just set the depth on your preferred camera higher.
- unsubstantiatioHonored GuestThis works on the demo if I'm not using vr. but with vr enabled the lowest depth camera takes up the whole screen even if the viewport rect does not, 0.5x0.5 will cover the screen. What I think would work perfectly is if I could edit the camera script so that "target eye" had a new choice of neither. But I have no idea how to edit the camera.
- vrdavebOculus StaffI wouldn't recommend using Camera.rect on a VR-enabled Camera. Right now what it does is render the full FOV to the sub-rect you requested, which will look very wrong and cause discomfort. It sounds like you are trying to render different content to the HMD and the main monitor. Is that correct? Unity 5.2 doesn't support that yet, but the 5.3 beta is experimenting with a way of doing this.
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