Hello, I have a VR project in Unity 2020.3.7. I am using HTC Vive Pro Eye with SteamVR. When I make the build and I run it, on my computer screen I can see the same as the person who wears the HMD but I don’t want the scene to be rendered for the computer screen. I just want the user who wears the HMD to see the scene so I can achieve better performance. How can I do that?
Thanks.
There’s two ways you could approach this. You could try using XR.XRDisplaySubsystem.SetPreferredMirrorBlitMode (Unity - Scripting API: XR.XRDisplaySubsystem.SetPreferredMirrorBlitMode) to set the mirror blt mode to None.
You could also try using XRSettings.gameViewRenderMode (Unity - Scripting API: XR.XRSettings.gameViewRenderMode) to disable this as well.
Please let me know if that helps! If not, I can circle back with the team for more advice!
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I will try that. Thank you!
This has been very helpful, but does anybody know how to render some sort of splash screen so its not just a black rectangle?
For built-in renderer you can add another camera with “target eye” = none / main display. And then use culling mask / layers to choose what is rendered by that camera. For URP you’ll have to do some scripting pipeline modifications, I think.
The second method worked, but only in the Build version
#XRSettings.gameViewRenderMode = GameViewRenderMode.None;