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Up and Coming
July 25, 2014

How to do Multilayered Cameras With 0.4

Please see VRDaveb's response for a possible implementation 8-)

There are still problems and there is not a definitive solution that doesn't have issues.

Some people have reported it working for them but not with Image effects.

Current problems are duplicate images in one eye, latency between the updates of the sub cameras.
    This topic has been closed for replies.

    49 replies

    December 30, 2014
    "vrdaveb" wrote:
    That's odd, the two cameras should render with no difference in latency. You might want to double-check Camera.depth. Your near rig's depth should be higher than your far rig's. Have a look at Assets/OVR/Scenes/MultiCamera.

    I just looked at the MultiCamera scene included with the 0.44 Unity package, but there's no difference in the Depth or Clipping Planes settings between the cameras. Am I missing something?
    Inspiring
    December 31, 2014
    Looks like the scene has been screwed up. The two OVRCameraRig GameObjects should not be associated with the same prefab. Here's how it should be for the left and right camera on each rig:

    Near Rig:
    Depth = 1
    Near Clip = 0.0001
    Far Clip = 0.1
    Clear Flags = Depth Only

    Far Rig:
    Depth = 0
    Near Clip = 0.1
    Far Clip = 1000
    Clear Flags = Skybox
    December 31, 2014
    Great! Thanks for clearing that up! Got it working now :) Happy new year!
    New Participant
    January 13, 2015
    Cheers vrdaveb,

    That MultiCamera scene def needs to be updated with those correct settings for the two near cameras and an actual skybox for it to make sense!

    Am starting to work on a DK2 prototype now with Unity, so looking forward to taking part in these forums etc.
    New Participant
    January 19, 2015
    Is there a way to make the 2nd OVR camera not rotate when the rift rotates? I would like to have a static OVR camera to render special effects.
    Up and Coming
    February 10, 2015
    Blur Image Effect still doesn't work for layered cameras (I have OVR 0.4.4 and Unity 4.6.1).

    My background OVR rig has lower camera depth and Solid as "Clear Flags" and blur effect, while my foreground OVR rig has higher camera depth and "Don't Clear", but the foreground cameras do not respect the depth data rendered by the background cameras (foreground cameras always render on top of background cameras, regardless of existing pixel depth).

    With standard, non-Oculus cameras this setup works as intended. Any ideas what to do?
    Up and Coming
    February 20, 2015
    Hello Everyone.

    I've finally managed to get my depths etc set up on a multi camera rig, the problem now comes with trying to move my player controller.

    OVRPlayerController
    --ForwardDirection

    --Near
    ----LeftEyeAnchor
    ----CenterEyeAnchor
    ----RightEyeAnchor

    --OVRCameraRig
    ----LeftEyeAnchor
    ----CentreEyeAnchor
    ------HandController
    ----RightEyeAnchor



    OVRPlayerController: More then 1 OVRCameraRig attached.
    UnityEngine.Debug:LogWarning(Object)
    OVRPlayerController:Awake() (at Assets/OVR/Scripts/Util/OVRPlayerController.cs:112)

    Is there a workaround for this.

    How would I go about setting up a multi-layered CharacterController?
    Any Ideas?
    Up and Coming
    February 20, 2015
    Also the plugin on the first page wont download. could someone provide me with an alternative link
    New Participant
    March 25, 2015
    Can anyone confirm that as of 0.4.4, it is safe to use more than 1 OVRCameraRig to achieve layered camera set up?

    Are there any known limitations? Does anything have to be done in order to make sure they are all initialized and recognized correctly by the OVRManager?

    Thanks!