Unity: camera in right eye target doesn't work! Need help!

Hi,

When I add a second camera in Unity, with a higher depth, if I choose to image appear in both or only in left eye, everything works right, but if I chosse the right eye it doesn’t work. How can I fix this?

Thank you!

Best regards,
Diana Rito.

What is it you want to do exactly?
I don’t understand what you want to do.
And what do you mean with ‘it doesn’t work’? Doesn’t it display anything?

Hi, and thank you for your reply :slight_smile:

I have my game character and I want to have, in addition to the main camera, a second and third camera showing different character’s points of view. For that, I added a second a third camera and increased the depht and in the display they seems nice (as you can see in “firstimage”).

As can see also in this image, in “Target Eye” I have “both” and what image2 is what I see in the headset. As you can see, in the right eye, both cameras are more to the right than the left eye, so when I use the headset they don’t match. This is the first problem that I have.

To overcome this problem, I thought about creating 2 cameras for the “left” eye in the “Target eye” and another 2 for the “target eye” “rigth” and adjusting the positions. But this is what happens (I will show the example just in the upper camera and maintain the lower): when I choose the “left” “target eye”, the upper camera appears only in the left eye just like a demand (figure leftEye) and that’s ok. But, when I choose “right” in “target eye” this is what happens (figure “rightEye”). That is, in the left eye it doesn’t appear and that’s ok, mas in the right eye it doesn’t appear too. As you can see, it goes to the upper left corner, right above my field of view and I can’t change this position. And that’s my second problem.

I don’t know how to fix this.

Can you help me?
If you didn’t understand something I said, please say it and I’ll try to explain it better.

Thank you so much.




Sorry, but I still don’t understand what your exact goal of multiple cams is?
And what Unity, XR Management (and if applicable render pipeline) versions do you use? Haven’t seen the rounded views in a while

My goal is, while playing, get visual feedback, through these cameras, of other things happening at the same time.
I’m using the Editor version 2019.4.29f1 and Unity Hub 2.4.2 version.
In XR Management (4.0.7 version) I’m using OpenVR Loader (image “openVR”).

I think the OpenVR plugin has been deprecated. I believe the current recommended plugin for Vive/Valve/SteamVR is this:

Or you could use OpenXR, but that’s not well documented at the moment.

I think I see what you want to do, but doing it by having multiple cameras is going to be tough because there’s so much going on behind the scenes to get the VR cameras to look correct in the headset (FOV adjustments, IPD adjustments, etc.).

You might have better luck by moving the user’s tracking space to these 2nd and 3rd positions instead.

Hi Dark-Table :slight_smile:

I already have the SteamVR plugin you indicated…

“You might have better luck by moving the user’s tracking space to these 2nd and 3rd positions instead.” What do you mean by this?

Thank you so much for your replay.

I’m not sure what part you aren’t clear on. From your description above it sounds like you don’t need to be rendering the scene from all cameras simultaneously. You’re only ever looking at the scene from one perspective. So instead of having multiple cameras you could move a single camera from place to place.

Moving a VR camera isn’t easy because it’s “attached” to the user’s head. If you try to change it’s transform’s position/rotation it will be immediately moved back to it’s original position/rotation by the VR tracking system.

Instead you can move the tracking space. The camera is a child of the tracking space and it’s okay to move the tracking space. This is how most VR locomotion works. So, instead of having multiple cameras in the scene you have multiple points in the scene that you move the tracking space to.