When camera is set to renderTexture, it does not get auto head orientation by headset

Hi I am using Unity 5.4.1.
I am observing that when a camera is set to renderTexture, it does not get automatically head orientation from the headset.
So the current solution is to create a dummy normal camera, and put the renderTexture camera in the dummy camera to get auto orientation.
I do not know if this is an intended function by Unity to stop the head tracking for the camera when it is renderTexture, or is this a bug?
Thank you.

A VR setup need two cameras to work properly, one for each eye.
Back in the days when we still had to import the DK1/DK2 UnityPackage, it worked with a RenderTexture for each Camera(eye) combined on screen side by side.

Since Unity unified and natively support OpenVR & Oculus, everything of that is hidden by the engine to keep an easy one camera usage.

I’m not very surprised about your issue but Unity should put a warning.
I think you can still manage to set a Camera to the Left eye or the Right eye.
Perhaps you can try to put two cameras, one for Left, one for Right and a RenderTexture for each to see what happen ?

Anyway, if you want to grab the rendering when it ended into a renderTexture, you can probably use this:

public RenderTexture copy;

void OnRenderImage(RenderTexture src, RenderTexture dest) {
        Graphics.Blit(src, dest); // you need to keep this, Unity will use dest to display it on screen
        Graphics.Blit(src, copy); // you need to create copy before
    }