I’m dynamically creating cameras in my game, and I’m using Depth Only to stack imagery. However, I can’t figure out how to “wake the new cameras up”. In the Editor, I have to go into the field for any property of the camera, as if to edit it, although I don’t actually need to edit anything, and then it renders. Otherwise, it isn’t rendering. I have no idea what to do to get it to show up on the iPhone - same result without any ability to Edit anything, obviously. Any tips?
Bump. I don’t have an answer for ya man but thought I’d float this back to the top for (hopefully) extra eyeballs.
Tom, thanks a lot. I reported this bug:
The scripts that I use in this project consist of the line
(gameObject.AddComponent( typeof(Camera) ) as Camera).depth = 0;
When it’s in Start(), it works, but it breaks in OnBecameVisible(). Unfortunately, that’s where I need it. I’m going to experiment, trying to find a workaround. Again, if anyone has some advice, I’m all ears.
I discovered that this is even more of a general problem than I thought. If you modify any camera’s depth based on an OnBecameVisible event, things break. ![]()
Example that is included in the latest project above:
void OnBecameVisible ()
{
Camera.main.depth = 0;
}
Just to let you know, I’m running this by the dev team, but I think it will turn out that you’ve found a bug here.
its wrong for sure. this script was working just fine, then magically stopped working.
just keeps returning “seen” no matter what i look at.
function OnBecameInvisible () {
//enabled = false;
//gameObject.tag = "null";
print ("gone");
}
function OnBecameVisible () {
//enabled = true;
//gameObject.tag = "attract";
print ("seen");
}
I’m having problems with visibility functions to. ![]()