In my project, I have two scenes, using skyboxes that were included as assets in two different packages from asset store. The first scene has a space background for an Earth asset, and the space Skybox works just fine.
The second scene is a Quantum Theory arid/canyon landscape with sunset skybox. When I preview the camera view of the scene, it looks like all will be fine, but when I run through Oculus DK1, the skybox doesn’t appear – and you can see (on the Unity editor window) that it is being replaced/occluded with a rectangle matching the Oculus viewing angle/plane/field-of-vision. That rectangle happens to match the Background color set in the camera, so it’s like it is specifically choosing to render background color instead of Skybox. (all other meshes, etc. render fine in the scene, just not the skybox)
These error messages also appear in console:
rc.right == m_GfxWindow->GetWidth() && rc.bottom == m_GfxWindow->GetHeight()
and
GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly.
Any ideas what is going on here? I’m going to investigate the skyboxes and see what the differences are, but … I’m a little baffled by the GUI Window error message, as I’m not (to my knowledge) using any GUI elements or calling OnGUI in any scripts…