Split screen issue with two cameras

I’m experiencing a strange problem with multiple cameras and didn’t see something similar in threads about black screen android issues so here is my problem:

I’m trying to make a basic split view by setting camera view port rect to take the left half of the screen on cam1 and the right half on cam2. I have a mainCamera for the full screen mode that aver my controller for moves and I add cam1 and cam2 as children to it.

So cam1 and cam2 are sets with same position / rotation and Camera’s settings (Clear Flags to “Depth Only” and depth at -1).
I’m using video on a mesh with Easy Movie Texture For Android plugin to play movie files and I want both camera to render the exact same view.

When I switch to split screen mode, I disable mainCamera and enable cam1 and cam2 but only cam1 is rendering on the screen and cam2 window stays black or show artefacts (coloured triangles) some times.
When cam1 is disabled, cam2 render normally on right side…

After many tests, I found that Forward and VertexLit rendering paths have the same broken behaviour BUT, all works with Deferred Lighting though the unity docs said that’s it’s not supported by android !?

Anyway, this not solves my problem as this settings only work on my Galaxy S4 but let a black screen on my other devices.

NOTE : I also work with Video Texture Pro 2 for iOS platform and there’s no strange behaviour using on iPhone/iPad with split screen for all possible rendering paths.

I found more infos about this kind of issue here : Getting Started | Vuforia Library

It seems that using the AR camera of the plugin and another Unity camera will cause black screen on device.
Also, there is a workaround for the Vuforia plugin by setting background texture access and rendering path but any settings I’ve tested fail to render two cameras properly.

Anyone have experience with this ?

Nobody ever try to make a split view on Android ?
Any advice are welcome since I’m always stuck with this and my cameras don’t want to render at same time :frowning:

The new release 4.5.1 have changed my issue in the good way but things still doesn’t work.

Now I’m able to render two cameras in Vertex Lit or Forward rendering side by side (and Deferred now have artefacts, showing 3D vertices in some glitches… well)

Unfortunately, when my cameras (on the same parent) are rotating, I could only get one rendering at time (left or right) after turning them for few degrees (same in all direction).
I don’t find any link between position/rotation and rendering… Culling is properly set.
Once again, the issue is only existing on Android with EasyMovieForAndroid feeding the texture (iOS works great).

I found that the “broken” camera shows it’s clear background if I set a solid color as clear flag, with some strange triangle artefacts sometimes.

I played with camera depth settings, view port values and also give a try with a render texture on two plane, and here, very strange thing occurs : target texture only shows something for all rotation degrees where my camera don’t want to render directly, else it stays black, crazy !

If nobody have any hint, this will go to bug report…

Hey Exsight!
I’m getting the same problem with side-by-side cameras in Easy Movie Texture For Android plugin.
Did you ever come to a solution?

Hi ohmar,
Unfortunately no, I assume that Unity with EMTFA plugin can’t properly render on all devices with more than one camera for now…

Anyway, I actually use the Deferred Lighting rendering path that seems to work on most recent phones.
I also note that all Rockchip devices are not working with Unity at all (only sound is playing)

I will give a try with the new plugin version and Unity 4.6 when it will be officially released to see if there is better support for this…

Good news : EMTFA plugin version 2.13 solves this issue.

Now you can have both cameras rendering smoothly in VertexLit mode at nearly 60 fps on mid-range devices.
We no longer need to use the heavy Deffered Lighting mode for this.