Search Issue Tracker
Not Reproducible
Votes
0
Found in
Issue ID
1059193
Regression
No
[SRP] VR + Lightweight Pipeline -- no non-VR cameras?
SRP Repo: Issue #1017
We're using the new Lightweight render pipeline (1.0.0-beta) on 2018.1.0b9.
Any camera in a VR scene that does not have "target eye: Both" set fails to render. Is this an intended feature/optimization, or is this a bug?
The camera generates a warning I'll paste here for posterity (zero hits on google):
Scriptable Render Pipeline stereo support requires single-pass stereo.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
If we call:
UnityEngine.XR.XRSettings.enabled = false;
cameras with "target eye: none (main display)" will start to render again (yay), but obviously turns off VR
at the same time (boo).
A lot of the VR-best-practices we've discovered in development of Fantastic Contraption involve drawing a different camera to the main monitor than what the VR player is actually seeing. This allows us to dampen movement and prevent spectators from getting sick, which is important for social games.
This bug/feature also prevents us from doing mixed-reality filming, setting up a "third person" camera elsewhere in the scene recording the player's avatar.
This bug/feature also prevents a second player from picking up a controller and playing a different game on the TV in a one-vr, one-not-vr co-op mode.
Is this something that can't/won't be fixed in the lightweight render pipeline? Should we revert back to standard? Or should we stick with it for now knowing it'll change in the future?
Or -- did we forget to tick a box somewhere that allows for non-VR cameras to be rendered at the same time as VR cameras?
(post originally from the unity forums)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader Graph Asset icon is not shown on creation unless you confirm the name
- APV Sky occlusion doesn't consider the terrain
- [iOS] "EXC_BAD_ACCESS" Player crash when Script Debugging is enabled
- Cursor skips input fields when tabbing between two sets of input fields
- "Shader error redefinition of 'Varyings'" error appears when selecting the shader
Add comment