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Google VR not working with two cameras
So, I am trying to make a simple VR game which would feature a minimap/radar, and that would be another camera using a render texture.
I followed this tutorial to create the minimap, and mechanically it seems to work out so far. My problem is, in the Editor, the Minimap camera (which is supposed to be fixed, and it's not a child of my player either, since my player won't move) is being forcefully moved by the GvrEditorEmulator. If I turn off the editor, neither of the cameras move, naturally.
Another strange thing is that when I build it and go to that scene, the cameras don't work properly. It's like the image is still and has leftovers of the previous scene which loaded the current one, so it led me to believe that the rendering is not being done properly.
This is what it should look like:
This is what the built app is looking like(print from my phone screen):
There are still leftovers from the previous scene, and neither of the two cams are rendered properly, and I have no idea whether the GVR movement is even working or not because of that.
I read somewhere that the GvrEditorEmulator "automatically controls the pose of all stereoscopic cameras in the scene regardless of where it is located in the scene hierarchy." If so, is there a way to make this script (and likely the one that controls the camera in the built version, I don't know which is it) to only get a specific camera, and leave the radar one alone(and would changing this also fix the build, or would I have to look at another GVR script to do so)? And does anyone have any idea why this rendering problem upon build could be happening?
I am using Unity 2017.4.2f2, and Google VR SDK v1.130.1. Thanks in advance!
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