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[SOLVED] OVR enabling / disabling "use per eye cameras" makes no différence on Oculus GO

Discussion in 'VR' started by Untoldecay, Mar 29, 2019.

  1. Untoldecay

    Untoldecay

    Joined:
    Apr 9, 2016
    Posts:
    24
    Hi folks.

    I'm trying to achieve the brackey portal tutorial -> in VR for oculus go.
    The portal is a plane with a rendertexture displaying what an other duplicate camera sees.

    In order to see the perspective correctly through the portal when the player moves, I must use some stereoscopic tricks.
    So I'm setting up 2 planes collapsing on each other, and my plan is to display on plane per eye.
    On for the left eye and the other for the right one.

    I managed to set the layer system, and I can see that it works on each camera views ( left and right eye anchors ), but after building, there's no différence between what's displayed on my left or right eyes.

    I tried several time to check / uncheck the "use per eye" box under the OVR Camera Rig script, but nothing append.

    Am I missing something or is it a bug?

    Thanks a lot.
     
  2. Untoldecay

    Untoldecay

    Joined:
    Apr 9, 2016
    Posts:
    24
    In fact, I just build the wrong scene... so everything's seems to be fine with "use one camera per eye" option.
     
    JoeStrout likes this.