07-30-2015 02:24 PM
07-30-2015 03:43 PM
07-30-2015 09:22 PM
07-31-2015 03:13 AM
07-31-2015 06:11 AM
07-31-2015 06:48 AM
07-31-2015 07:05 AM
07-31-2015 11:01 AM
07-31-2015 01:45 PM
"ccs" wrote:
I can confirm both camera layering and separate left/right cameras work well now. The only catch is you have to disable these lines of code in OVRCameraRig.cs (Oculus should remove this now that this is no longer a restriction):
//Debug.LogWarning("Having a Camera on " + c.name + " is deprecated. Disabling the Camera. Please use the Camera on " + leftEyeCamera.name + " instead.");
//c.enabled = false;
If you don't disable those lines of code, you won't be able to stick cameras on the left and right anchors as this code will disable them as soon as you attach them to the gameobject.
This opens a lot of possibilities. I was able to use a main both-eye camera for main scene at depth 0, and then have two depth 1 cameras, one for each eye to accomplish per eye rendering for things that need that (3d movie overlay, special effects, etc.).
The only downside I can see, which others have mentioned, is that there doesn't appear to be a way to turn off tracking for specific cameras. All cameras now track the head, even if they are not on the camera rig and tracking anchors.
ccs
07-31-2015 02:28 PM