Unity XR Management and right eye rendering issue
With the new XR management system installed in Unity I can only render to the right eye if I set the Camra Target to 'Both" If
I set the target to "Right" it wont render to the right eye. This is
important to me because I use two cameras and have one camera target eye
set to left and the other set to right. I need to be able to do this
because I need to be able to independently control each eye and display
different things in each eye individually. That may sound weird but I
develop eye training apps.
Everything works fine if I don't install the XR management system.
I should also point out that if I use the OVRCameraRig and the XR
Management System it renders to both eyes even when I set targets to
Left and Right but its double vision and some other weird stuff. Again
it all works fine with legacy VR
Could someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders? Or use the OVRCameraRig and set "use per eye cameras" and see if its messed up double vision.
This is multipass. Single pass cant be used for independent eye rendering.
Im using unity 2019.4.1f1
Oculus Rift
I set the target to "Right" it wont render to the right eye. This is
important to me because I use two cameras and have one camera target eye
set to left and the other set to right. I need to be able to do this
because I need to be able to independently control each eye and display
different things in each eye individually. That may sound weird but I
develop eye training apps.
Everything works fine if I don't install the XR management system.
I should also point out that if I use the OVRCameraRig and the XR
Management System it renders to both eyes even when I set targets to
Left and Right but its double vision and some other weird stuff. Again
it all works fine with legacy VR
Could someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders? Or use the OVRCameraRig and set "use per eye cameras" and see if its messed up double vision.
This is multipass. Single pass cant be used for independent eye rendering.
Im using unity 2019.4.1f1
Oculus Rift
