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Question by Anton-Korhonen · Nov 01, 2016 at 02:34 PM · renderingvirtualrealitydeferred renderingforward rendering

SteamVR + Deferred Lighting = Mirroring has a black screen and tracking losses

When using deferred rendering, the Game view inside the Unity Editor and the game window when game is built are both black. The view inside the HTC Vive itself is working apart from the fact that sometimes the game goes to the VR lobby for a split second.

This "lobby jumping" is encountered sometimes with low FPS, but this is not the case right now. I get upwards of 110 FPS when the game is built and 70-80 when playing in the editor.

Has anyone encountered this kind of behaviour? When using Forward rendering everything works fine.

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Answer by Anton-Korhonen · Nov 01, 2016 at 04:34 PM

Well i will answer my own question: One of my scripts generated an additional camera to interact with my game UI. The depth of this UI camera was larger than my eye camera. I changed the depth to a smaller integer and now it works.

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