Unity directly into Rift, no HMD tracking

Hi everyone,

I’m a beginner with Unity and am working on a VR project in which I want to display the game view directly into the Oculus Rift without any of the extra features of the VR mode. My application currently does not work in VR but works in normal, as it uses the ZED camera’s passthrough video, which gets messed up as the Rift tries to track in addition to the ZED track. Is there a way to edit a script somewhere to just directly put the game view into the Rift? Can I disable all the other features of the VR mode?

Game view goes to the headset by default when you enable the VR mode from player options

Right, but the game view is different when I switch on VR mode, even though the camera preview shows the same across both. I’m not sure what it’s doing differently.

Hi,
To get a passthrough with the ZED Camera you need either to disable the ZED’s tracking, or to use another camera which target to a render texture and use the ZED’s tracking only. Then set the render texture to another quad which will be displayed in the HMD by a final camera (controlled by the HMD).

Hi faren,

I disabled ZED’s rotational tracking by zeroing out its quaternion because it doubled with the Rift’s, but kept its translational tracking as I didn’t see any problems that arose from that. Currently I have the hierarchy shown as attached.

I created the two cameras instead of a main camera, and made each a quad that rendered the left/right images. I also made the culling mask for the cameras so they only see their respective quads. However, when I render it into Rift, it just shows the balls scene.

The weird thing is that when I click on the two cameras, the camera preview is perfect, yet they don’t render at all into VR. What could be the problem? Is there something with the cameras that I’m missing?