Hi,
We are working with some custom hardware and need to be able to render in stereo. We can easily achieve this in Unity 5.5 by enabling VR and then choosing “stereodisplay (non-headmounted)”. However, as stated in the documentation, this also makes unity recalculate the camera matrix, undoing our own crucial changes to it. We have tried putting our code for changing it in LateUpdate() and OnPreRender() and even in OnGui() but this changes nothing. We need unity to stop this recalculation and accept our custom calculation as it did in unity 5.3.5, with only the stereoscopic rendering-checkbox checked.
From the manual https://docs.unity3d.com/Manual/VROverview.html:
"
What happens when VR is enabled
When VR is enabled in Unity, a few things happen automatically:
Automatic rendering to a head-mounted display
All Cameras in your Scene are able to render directly to the head-mounted display (HMD). View and Projection matrices are automatically adjusted to account for head tracking, positional tracking and field of view.
It is possible to disable rendering to the HMD using the Camera component’s stereoTargetEye property. Alternatively, you can set the Camera to render to a Render Texture using the Target Texture property.
"
We don’t want “View and Projection matrices are automatically adjusted”. With two seperate camera’s for each eye, the result is the same.
Would anyone have an idea to achieve this?