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Stacked camera not working in SteamVR

Discussion in 'Universal Render Pipeline' started by djlins, Jun 25, 2020.

  1. djlins

    djlins

    Joined:
    Jun 15, 2013
    Posts:
    23
    Hi all,

    I am having more troubles with SteamVR and Unity URP and I need a second or third pair of eyes on this for me to ensure I am not going mad.

    I have a new scene and I have put in 2 cubes, one on the normal default layer and an orange one I have added to a new layer called Overlay.

    I replace the default camera with the SteamVR Player.

    I add a normal Overlay Camera under the "FallBackObject" camera and set it as it's overlay camera.
    I set the culling to be the overlay layer so it can only see the orange cube
    I set the culling of the FallBackObject to be everything but the overlay layer so it sees everything except the orange cube

    I add a copy of the VRCamera as a child to itself and set that as it's overlay camera
    I set the culling to be the overlay layer so it can only see the orange cube
    I set the culling of the VRCamera to be everything but the overlay layer so it sees everything except the orange cube

    I stack the overlays to their respective bases.

    you can see my setup here:


    upload_2020-6-25_18-46-22.png


    I then run it through the headset and only see the base camera, no orange cube.
    I click the 2D Debug which switches camera to the fallback objects and it does show it's overlay (both orange and grey cubes)

    What can I be doing wrong on the overlay camera for the VRCamera so that it ignores any overlay renders?

    I have put my basic test project here if anybody with a Rift, or HTC Vive would like kind enough to load it up and have a go for me. Any input would be very much appreciated here because this is such a straight forward step I can't see what could be different between the VRCamera and the 2D Fallback Camera. But something is going wrong.

    http://aeacerts.thefusion.works/files/ljmtest1.zip


    Thanks in advance,

    Lindsay.
     
  2. essertvr

    essertvr

    Joined:
    Jan 11, 2022
    Posts:
    1
    Having the exact same issue right now. Did you find a solution for it by chance?
    Kind Regards
     
  3. djlins

    djlins

    Joined:
    Jun 15, 2013
    Posts:
    23
    Unfortunately not.
    I had to abandon what I was trying to achieve with it in the end.
    The reply I was getting from Unity was that these kind of effects were in their infancy for URP and Oculus Quest and Rift platforms back then.

    I might revisit at some point to see if Unity did in fact get all of this working properly but I'm sorry to say I cant help you out I'm afraid.