Additional cameras take on the FOV of main camera in Unity VR


Im working on a VR project and have ran into an issue within Unity 2019 lts (URP) that is driving me batty. I am using an XR rig and steam VR integrations; and i am trying to make a sniper scope using the render texture method, but at runtime the fov of the camera changes to match my main VR camera, which essentially makes an anti-scope that is zoomed out so far that its behind the player.
Yeah so this is useful if you want a shitty (because its like super fisheye) 3rd person window in your game but useless for a scope. I do not have this problem when using the built in pipeline, but I am not inclined to use that as its causing me other, possibly more frustrating issues relating to water that im just not having in URP. I also do not have this issue in the HDRP but I'm finding that to be exceptionally non performant in VR (despite looking GORGEOUS)

How can I fix this camera FOV nonsense?


Have you tried to set the FoV for the camera rendering to texture, while it's not enabled?

camera.enabled = false;
camera.fieldOfView = 123f;
camera.enabled = true;

Or just set the desired FoV for this camera directly in the Editor.