When there are two cameras in the scene, Polyspatial assigns priority 1000 to all cameras and the secondary camera becomes active in the game window. I have to select the polyspatial camera clone and manually reset the camera’s priority every time the unity camera gets enabled.
Are you using the second camera for rendering to texture, as per this Discussions post? If so, we’re aware of the issue, will fix it in a future version, and the best current workaround is probably to ignore the second camera via the ignored objects mask.
Or are you, for example, expecting the camera to cover only part of the screen? That’s something we don’t currently support, but could add support for in a future version.
Actually, I was using Timeline to play video, but I just rewrote the script to play to RenderTexture instead of the camera, so I don’t need the second camera now.