With the new XR management system installed in Unity I can only render to the right eye if I set the Camra Target to 'Both" If I set the target to "Right" it wont render to the right eye. This is important to me because I use two cameras and have one camera target eye set to left and the other set to right. I need to be able to do this because I need to be able to independently control each eye and display different things in each eye individually. That may sound weird but I develop eye training apps.
Everything works fine if I don't install the XR management system.
I should also point out that if I use the OVRCameraRig and the XR Management System it renders to both eyes even when I set targets to Left and Right but its double vision and some other weird stuff. Again it all works fine with legacy VR
Could someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders? Or use the OVRCameraRig and set "use per eye cameras" and see if its messed up double vision.
This is multipass. Single pass cant be used for independent eye rendering.
Hi, I have the same issue with Oculus Rift too, I was using 2 cameras using target eyes Left and Right respectively, was working till I installed the new XR management system. I installed every OpenVR and steamVR resources and now try to work with XR cameras as XR rig still I can't target eyes separatly, if target both eyes is selected it displays on both eyes, but if one camera target left and an other target right I only see on Left eye... I tryed several manipulation with 2 cameras rigs, still I can't render a différent view to right eye...
I know it a bit late but someone else might come across this. in Unity 2019 onwards if you use shader graf custom function and put OUT = unity_StereoEyeIndex; in as the string with an OUT as a float, it will return a 0 for the left eye and 1 for the right.