I’m only a novice programmer, I can understand bits and pieces of Valve’s scripts, but struggle to see the “whole forest” if you will. I think SteamVR_Camera.cs instantiates a [SteamVR] gameObject and constructs an attached SteamVR_Render script, which, together with the camera mask script renders the associated SteamVR camera.
I would like to retain the [SteamVR] gameObject and associated scripts when scenes are loaded, so the [CameraRig] can continue to function without being replaced.
I’m not sure where to inject a don’t destroy command…
I’m working on a simple encapsulated-stage level design that uses async loading to “seamlessly” fade the player through a small loading-purgatory scene between larger stages.
This should be very simple, so I apologize for asking a stupid question. It is what it is.