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HTC Vive, multple cameras & Unity Culling Mask
Hello! I'm working with a space game using multiple cameras to render differend LOD levels with different culling masks for every camera. Camera0 only renders the spaceship, Camera1 only renders the planets, and Camera 2 only renders the far away planets and stars.
It works with a normal monitor, but when I'm trying it with HTC Vive (With the Unity plugin) it only renders the CameraRig camera contained inside the plugin, and ignores all other Depths set to all the other cameras.
My questions is:
Is it even possible to use Culling mask, with different cameras together with HTC Vive (And maybe even Oculus Rift) so that each camera render a different layer depth?
Is there any other ways to render large object close and far away that can be used in VR space.
If different cameras render different culling masks to the vive( if it works), would the object appear in different proportions and look wierd since depth is visible to the eye in VR?
Answer by RogDolos · May 03, 2016 at 06:56 AM
This may require Unity 5.4 (currently beta as I write this). At least that's my guess. With Unity 5.3, depth layers don't seem to work on the Vive display.
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