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Up and Coming
October 15, 2014

Multiple cameras! Gadzooks!

I'm currently in a situation where I need to separate clipping ranges for my Oculus Unity project. I'm having issues getting the cameras to work correctly. I've tried having 2 OVRCameraControllers it worked but seems like i'm not getting the correct results. For instance if I separate the camera layers and have a near camera to render the cockpit graphics and then a far camera for distanced terrain the near camera seems to float as though the whole render layer follows the head tracking.
I've done some research on this and it seems most people are unsure about what the correct implementation is. I also didn't notice any mention of this in the Unity integration documentation. Does anyone know the current and correct implementation for 0.4.2 for multiple cameras? Any insight would be greatly appreciated!
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    3 replies

    Inspiring
    October 15, 2014
    It probably won't work in 0.4.2 but support will come in a future software update.
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    balonimanAuthor
    Up and Coming
    October 15, 2014
    Good to hear at least I can stop hacking away at it to no avail! Any rough idea when you guys are planning to release a new integration package ?
    Inspiring
    October 15, 2014
    There is a lot of stuff in the works, not sure which features will make it in the next push.

    However, I wouldn't expect it to be much longer.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV