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Question by cyrfer · Nov 19, 2015 at 02:10 AM · vroculusriftculling mask

culling objects for left-right cameras, in Unity 5.2 with VR enabled

I would like to cull game objects based on if the left or right camera is rendering the scene in Unity 5.2 for virtual reality applications. I understand the preferred way to support VR is by changing the Player Settings since version 5.1, and not using platform specific prefabs, e.g. Oculus or Cardboard.

How can I cull objects so that the left eye does not see something intended for only the right eye, and visa versa?

I want to support Cardboard, Rift, and other stereo displays.

I am expecting the answer will be something along the lines of, attach some C# to objects that must detect which VR Node is used as the current camera, and hide/show the object based on the VR Node. Being a Unity noob, I could be way off.

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