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Question by Jeanbon · May 17, 2017 at 06:31 PM · androidvr

GearVR Per Eye Cameras not working.

I am trying to render a stereoscopic skybox (i.e. one render for left eye, and one for the right eye). The build target is a Samsung S7 / GearVR. I having just upgraded to Unity 5.6.1f1.

When I build the app with only a Center eye camera (i.e. one camera for both eyes), everything works fine (although my skybox just renders the left eye view).

When I render with two cameras, each targeting one eye, I get the dreaded black screen on the device.

Can anyone confirm this issue? Any fixes?

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Answer by Hirschie · May 26, 2017 at 04:22 PM

I'm working on a similar set up, and I have been able to get it to work. I have OVRCameraRig set to use "per eye camera" and then I have the left eye camera set to cull a left eye layer and target the left eye, and the right eye camera set to cull a right eye later and target the right eye. Then I have two spheres one assigned to the left eye layer and one assigned to the right eye later.

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Answer by Syth · Jul 17, 2017 at 10:08 AM

On Unity 2017.1.0f3 whenever i activate "use per eye camera" on build, both eyes renders black. I send a bug report for it waiting for a solution. If anyone finds out a solution for that please write it.

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Answer by Lunin_ · Aug 29, 2017 at 12:03 AM

This problem sounds similar to the one I have been having so hopefully what worked for me will work for you.

Go to Project Settings->Player->Other Settings (Android) and set Stereo Rendering Method to Multi Pass instead of Single Pass, then build as normal.

I assume there is some sort of weird interaction when trying to render multiple cameras on a single pass where geometry seems to work correctly with a both eyes camera, but the skybox renders one eye's view to both (which is a problem if your skybox is supposed to be stereoscopic). When I was on Single Pass, trying to use two seperate cameras for left and right eye also caused one eye to render properly and the other to flicker the Unity splash logo which may be similar to what you experienced.

Hopefully someone at Unity will be able to fix Single-Pass skybox in the future so this workaround isn't necessary :)

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