# Using Multiple Camera and GUI

**URL:** https://discussions.unity.com/t/using-multiple-camera-and-gui/689532
**Category:** XR
**Tags:** XR
**Created:** [January 24, 2018, 6:06pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532 "2018-01-24T18:06:51Z")
**Posts on this page:** 9
**Page:** 1

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### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [January 24, 2018, 6:06pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/1 "2018-01-24T18:06:51Z")

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I am developing a VR application. I will show the different object to the left and right eyes. I will have a GUI that I will not show in VR HMD. I want to show left and right camera view and my gui on the desktop monitor. is this possible?

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### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [January 31, 2018, 3:54pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/2 "2018-01-31T15:54:00Z")

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is this impossible?

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### Author: ![system](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/system/32/97283_2.png) [@system](https://discussions.unity.com/u/system)
#### Post date: [February 1, 2018, 9:00pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/3 "2018-02-01T21:00:48Z")

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More information on your setup would probably get some more/better answers. I’ll take a guess and believe you’re using SteamVR. As such, it is possible yes.

Drawing or not drawing to different cameras is fairly easy by using the camera’s culling mask.  
[Unity - Manual: Camera component](https://docs.unity3d.com/Manual/class-Camera.html) ← should find some info there.

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### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [February 2, 2018, 6:22pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/4 "2018-02-02T18:22:13Z")

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I want to see that;  
 ![3378319--265070--upload_2018-2-2_21-21-55.png](https://europe1.discourse-cdn.com/unity/original/4X/a/7/a/a7a68787270d2f141f993067b5c03a94de443b9d.png)

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### Author: ![ippdev](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ippdev/32/888856_2.png) [@ippdev](https://discussions.unity.com/u/ippdev)
#### Post date: [February 2, 2018, 6:49pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/5 "2018-02-02T18:49:11Z")

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> [@atmuc](#):
>
> I want to see that;

Set up a second UI only camera and set its layer to UI in the components dropdown. Have the other cameras not use the UI layer. The next trick after that that I am seeking i how to get the OVR pointer events and have them trigger clicks that are already on the UI buttons and widgets.

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<div class="post-metadata">

### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [February 3, 2018, 10:44am UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/6 "2018-02-03T10:44:06Z")

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I think I couldn’t explain my problem well. I have not a problem with the vision on the oculus rift. when i start my application it opens a window on my desktop. it shows just left or right eye camera vision. i can add a camera to my scene to see a UI just on desktop window. i set this camera’s target eye as “None (Main Display)”. i set this camera viewpoint rect as X:0 and Y:-0.7. so I can get MY CANVAS UI part as i sent in my previous post. When i use camera viewport rect parameters to get LEFT EYE and RIGHT EYE parts it affects the vision on oculus rift. i can add 2 cameras more and make them the child of Oculus LeftEyeAnchor and RightEyeAnchor camera game objects.then i can set viewport rect to get LEFT EYE and RIGHT EYE parts. This will mean double rendering. How can I get left and right eye camera renders of Oculus and show them separately on the window on my desktop?

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### Author: ![ippdev](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/ippdev/32/888856_2.png) [@ippdev](https://discussions.unity.com/u/ippdev)
#### Post date: [February 3, 2018, 12:54pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/7 "2018-02-03T12:54:33Z")

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Ya know… Digging through hundreds of docs yesterday I did come across some render VR thing that passed the string (“Split”). I just woke up and am having coffee so my memory of it is vague but using Split in your searches may help you find the method.

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<div class="post-metadata">

### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [February 3, 2018, 7:14pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/8 "2018-02-03T19:14:18Z")

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@ippdev afaik split is to generate output for google cardboard devices. i use oculus rift. i googled unity vr split and i found info for cardboards.

When i use target texture feature, i get what i want on application windows. this time HMD is black. As i understand oculus gets left and right camera output directly to the HMD displays. It shows just left eye camera output as full screen. i think only workaround for this, is to use 2 more cameras as child of anchor cameras for ui panel.

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<div class="post-metadata">

### Author: ![atmuc](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/atmuc/32/944131_2.png) [@atmuc](https://discussions.unity.com/u/atmuc)
#### Post date: [February 3, 2018, 7:51pm UTC](https://discussions.unity.com/t/using-multiple-camera-and-gui/689532/9 "2018-02-03T19:51:20Z")

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at last, i did it;

void OnRenderImage(RenderTexture src, RenderTexture dest)  
{  
Graphics.Blit(src, dest);  
Graphics.Blit(src, TargetRenderTexture);  
}
