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Participant
October 19, 2013

Help with 2 Cameras

Hello developers!
I am new to this and need some help. In unity, I have an OVRCameraController with a mouse look and a FpsInput controller.
The camera moves just fine, but when i use use the mouse to look around, only the right camera/screen moves. Thanks in advanced!
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    8 replies

    Participant
    October 19, 2013
    The left side/camera does not move. it just stays the same.
    Up and Coming
    October 19, 2013
    Do you have the mouse look or fps control component attached to the left camera?
    Up and Coming
    October 19, 2013
    You might still have a 'Main Camera' from a default scene. Delete that.
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    Up and Coming
    October 20, 2013
    I've always wondered how it would be to see like a chameleon.
    Inspiring
    October 21, 2013
    You have to make the FollowOrientation parameter of the OVRCameraController set to your First Person Controller. You may also have to make some edits to the script, see this thread:
    viewtopic.php?f=37&t=3018&p=37280#p37280

    Also moved to the Unity section since it's a Unity question.
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    Up and Coming
    October 21, 2013
    I also have question about 2 cameras. I've bought Universe Sky component, in deffered lighting mode, in order to sort depth correctly, I need to render it to separate cameras with its own culling mask.

    So, I clone 2 default Oculus Rift cameras, parent them to original ones to have 100% match, set original cameras depth mode to Depth Only, new Cameras to Skybox, and correct culling masks.

    But when I start the game, I get many errors. I suppose, default Oculus camera script is ment to work with 2 cameras only, I can not attach it to additional cameras like that?
    Inspiring
    October 21, 2013
    Well deferred rendering is only partially supported, so I am not surprised you are having issues. I recall some people had setups with multiple OVRCameras, but I can't remember the exact steps needed to get it to work.
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    Up and Coming
    October 22, 2013
    Hmm well I guess I'll wait for future Unity integration releases, meanwhile focusing on something else. I can see there is deffered rendering patch in neighbour thread, maybe it will get merged with original code soon.