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Unity OSVR culling mask problem
Hello!
I'm developing an application for VR using the OSVR plugin which should - in theory - have better support moving forward, but am running into some issues.
The VR DisplayTracked / DisplayController / VREye scripts do something I haven't come across before - the cameras themselves are not generated until the scene loads, and only the dummy camera is visible in the viewport before hitting play. Using Google Cardboard or OVR the prefab cameras have three cameras: a dummy one and one for the left / right eyes. In the past it's been easy to display stereoscopic content by just putting the left & right eye images on different layers & culling them in each 'eye' respectively. As I cannot manipulate what's culled before hitting play I cannot use this method.
It's a kinda annoying thing but would really like to be able to display stereoscopic 3D within a VR space as part of what I'm working on.
Thanks!
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