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!
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!
