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Question by EyePD · Jun 26, 2017 at 03:09 PM · cameravroculusoculus riftsetup

Enable a non-VR camera only when the Rift is removed

I have a non-VR camera in my scene with the Target Eye set to "None (Main Display) which allows me to show a nice default view of the scene on the computer monitor once the user removes the Rift from their head (and Unity stops mirroring that view). This only works from a build but when I'm in the Editor I've noticed from the stats that the non-VR camera has a performance impact even when the VR mirror is active so I'd like to disable it whenever it's not onscreen. I realize that I can poll OVRManager.instance.isUserPresent and conditionally activate my non-vr camera but I'm trying to avoid usage of the OVR plugin as the Rift is most likely not going to be my final target platform.

VR mirroring has changed quite a bit since the DK1 days and I've found it hard to find information on how it currently works in Unity 5.6.X. Does anyone know if there's any documentation and if it's possible to find out if mirroring is active? I'd also like to read some background information on how the mirroring itself currently works and how the VR render target is fit to the monitor.

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