Hello, I want to be able to apply separate skybox images to each camera eye but I am not able to access the camera Left / Right nodes at runtime. Have a look at the thread here: http://answers.unity3d.com/question...r-each-left-and-right-eye.html#answer-1255234 Code (CSharp): using UnityEngine; using System.Collections; public class runtimeAd : MonoBehaviour { Camera camLeft; Camera camRight; // Use this for initialization void Awake() { } void Start() { if (GameObject.Find("Main Camera Left").AddComponent<Skybox>()) Debug.Log("skybox added"); camLeft = GameObject.Find("Main Camera Left").GetComponent<Camera>(); camLeft.clearFlags = CameraClearFlags.Skybox; camLeft.GetComponent<Skybox>().material = Resources.Load("Material/leftEyeMat", typeof(Material)) as Material; //Debug.Log(camLeft.GetComponent<Skybox>().material.name); camRight = GameObject.Find("Main Camera Right").GetComponent<Camera>(); //camRight.clearFlags = CameraClearFlags.Skybox; camRight.GetComponent<Skybox>().material = Resources.Load("Material/rightEyeMat", typeof(Material)) as Material; //Debug.Log(camRight.GetComponent<Skybox>().material.name); } // Update is called once per frame void Update() { } I have also tried to use the "Update stereo camera's" option in the UI menu and make the modifications there.No luck ! Thanks for any help. b
Did you try RenderSettings.skybox ? (in UnityEngine) Manually, the option can be accessed via : Window > Lighting (Environment Lighting : skybox)
Does this help you? https://forum.unity3d.com/threads/access-to-stereo-cameras-at-runtime.438071/#post-2831812
Update 1: @thep3000 the attached example file works fine without adding GvrManager to the scene. Once I add GvrManager things go back to the usual overwriting camera rig bs :/ Man what a pain. b Thanks @thep3000 . The thread you linked to leads to another thread which provides a solution for OculusVR. Will this technique also work with Google VR or if I install the Daydream preview ( 5.4.2f2-GVR10 ) ? Thanks once again. b