Making the OVRCameraRig a top level object fixes this left eye rendering issue for me. It seems to occur if you make it a child of another game object and move that object around on device on android.
Mobile SDK 0.4.3.1
Exynos Gear VR Android 5.0.1 Lollipop
Android ETC2 (OpenGL ES 3.0) forced. Using default Mobile SDK Project Settings.
On device only the left eye is rendering incorrect light values/etc in complex scenes involving multiple shaders. I haven't quite figured out what is going on yet. Here is an example picture from the Top Down Assets (https://www.assetstore.unity3d.com/en/#!/content/5860
) demo scene:
The left and right eye is rendering correctly both in editor(set to android platform) and on Windows build.
I'm not really sure where to begin to troubleshoot this issue. I've noticed on a simpler scene if I use the VRGUI class - viewtopic.php?f=37&t=4944
then it triggers the issue if I have mixed shaders (some objects using the bump diffuse shaders, others using the parallax diffuse shaders, etc.) It goes away if I use the same shader for everything. My best guess currently is anything relying on RenderTexture on device will trigger this issue.
Has anyone else ran across this issue? Has anyone else been able to resolve it?