Unity Oculus VR Farplane Issue

In my game, whenever I run it, the far off distance has a blue square clipping off the distance. The issue seems to be because the farplane value was not large enough to pass through the skybox I am using.

In order to fix this, I simply go into the game object that has my left and right cameras and where the OVRCameraController script is in the hierarchy while the game is running. i change the value of farplane from 1000 to 3000 and this immediately fixes my issue.

Now, if I go into the object holding the script in my project view while not running the game and set the default farplane to 3000, all should be good, but when I run the game, I still have the blue square.

It is only after I select the game object in the hierarchy that it seems to kick in on the game view. basically, it immediately fixes the problem if I click it.

I am wondering if anyone else is having this issue and if they know how to make this kick in right away at launch. It’s an obvious problem since I wouldn’t be able to have access to the hierarchy in a build/executable

I wouldn’t mess with the far plane like that… because then it screws up the near plane settigns and might make intersecting geometry look like crap. You might want to have a 2nd camera that only renders the skybox and nothing else at all… and have that render last layer wise with the first allowing to see through …

Or…

u can actually use the built in skybox feature in unity if the sky is just a cubemap.