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New Participant
September 9, 2015

OVRMirror (different content on main screen) help needed!

Hi
My goal is to develop an experimental setup where a subject is wearing a rift, performing a task and the operator gets some feedback icons showing on the main laptop screen, not visible through the rift.

I tried different things ending nowhere, and OVRMirror seems to be the best solution, attaching it to a third camera, child of LeftEye. But I get a black window! I'm using UNity 4.6.3 pro, Oculus 0.4.4 and DK1 Rift under Windows 8.
Anybody having the same problem could manage it and make it run properly?

I also read about a solution extending desktop and customizing viewport , but I imagine that it would require to hack OVR native scripts, which I don't feel comfortable with!

Any help will be much aprreciated!!!
Thanks
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    24 replies

    New Participant
    October 30, 2015
    Just upgraded to Unity 5.2.2p2 and noticed that the issue still persisted, so I filed another bug report, with the project I am working on. Hopefully, it helps them figure out the bug.
    Up and Coming
    November 21, 2015
    5.2.3 came out yesterday... with this release note:

    VR: A camera can now target the main display backbuffer in VR mode by setting "Target Eye" to "None (Main Display)".

    However, here is what happens for me with a basic test scene with VR Camera and a new Camera with Target Eye: None. I also added a canvas button in set to display as screen overlay.

    Editor :-)

    - In Editor it WORKS ! OMG. The Game scene shows the new camera and I can see and click on the button. The VR headset shows the VR Camera.

    Build :-(

    - Create a build & run a build: the main display is still the mirror of the VR camera.
    - Changing depth has no effect
    - Windows or Full Screen has no effect
    - Calling VRSettings.showDeviceView = false; in Awake or Start results in a crash (in both editor or binary):

    0x00007FF6CBB224DA (maindisplay) Camera::ClearNoSkybox
    0x00007FF6CC0C9F21 (maindisplay) RegisterModule_VR
    0x00000000042AA14C (Mono JIT Code) (wrapper managed-to-native) UnityEngine.VR.VRSettings:set_showDeviceView (bool)
    0x00000000042AA0AB (Mono JIT Code) MainDisplayTest:Awake ()


    Anyone successfully got this working?

    Peter
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    Inspiring
    November 21, 2015
    Does this help? https://www.reddit.com/r/oculus/comment ... _8/cx798kc

    Probably worth submitting a bug report either way.
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Up and Coming
    November 21, 2015
    Thanks for that link, that work-around does work (with a slight change):

    IEnumerator Start ()
    {
    // Delay enabling main display - otherwise Unity Editor or Builds will crash
    yield return new WaitForEndOfFrame ();
    UnityEngine.VR.VRSettings.showDeviceView = false;
    }


    HTH
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept