Camera with custom FOV while using SteamVR?

Hi, I’m doing a VR scene with Steam_VR. The problem I’m having is that every camera I put in the scene seems to be taken over by Steam_VR when I press play. For example, if I would want to do like a “surveillance camera” thing, show view from a separate camera with a different FOV and no head movement control from the user, I’m unable to do it. When I press play and the camera is rendering, it starts to take its transform values (and FOV etc.) from the Vive and I’m unable to override it.

Surely there is some way to do this, right?

You can achieve this by first creating a Render Texture asset and then assigning it to the Target Texture property of the camera in the editor. That will stop the camera from being tied to the VR FOV and let you choose any FOV you want for the camera.

Another way to detach the camera from VR without a render target is to set the Target Eye property from Both to None (Main Display). This will instruct Unity to render the camera to your PC display only which is useful if you want to show something different on the PC than in the headset. It’s not how you’d do an in-game surveillance camera (since the player with the HMD won’t see it) but I wanted to point it out as well.

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