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Question by yinansong · Apr 07, 2018 at 06:55 PM · renderingsteammirrorstereoscopicmirrorreflection

Mirror Unity Stereo rendering is not rendering all the lines

I am creating a game for Steam VR/HTC Vive in Unity. I have Vive Stereo Rendering Toolkit for the mirror effect, which is working great.

I wrote a script to dynamically draw 3 lines between head camera and left controller, head camera and right controller, and left controller and right controller (in the code below, each is represented by a ball). The three triangular lines are working fine. However, in the mirror version, I can only see one line at a time, and it's always changing which one I can see. I didn't set a limit of size on what is being rendered or anything. So why is that? And how can I fix it?

Here is the code I have:

   var startWidth =0.02;
     var endWidth = 0.02;
     var aMaterial : Material;
      
     private var ballLeft : GameObject;
     private var ballHead : GameObject;
     private var ballRight : GameObject;
     private var line : LineRenderer;
      
     function Start ()
     {
        ballLeft = GameObject.Find("ballLeft");
        ballHead = GameObject.Find("ballHead");
        ballRight = GameObject.Find("ballRight");
        
        lineObject = new GameObject("Line");
        line = lineObject.AddComponent(LineRenderer);
        line.SetWidth(startWidth, endWidth);
        line.SetVertexCount(4);
        line.material = aMaterial;
     }
      
     function Update ()
     {
        line.SetPosition(0, ballLeft.transform.position);
        line.SetPosition(1, ballHead.transform.position);
        line.SetPosition(2, ballRight.transform.position);
        line.SetPosition(3, ballLeft.transform.position);
     }

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