Using 5.3.3p1, I have a VR project (VR Support checkbox checked), and in this project I have a Projector casting a shadow onto the ground (since Unity’s support for Mixed mode lighting isn’t working).
When I hit play or run from a build, the Projector’s transform is updated as if it were a VR camera, and therefore the projected shadow flies all over the place according to my headset’s movement.
Doesn’t seem to be a way to force the position/rotation to keep its original value as the transform is getting updated deeper within the pipeline I think.
So far I have tried:
- Setting transform’s position and rotation in LateUpdate()
- Adding a kinematic Rigidbody to the Projector’s gameobject, with position and rotation frozen on all axes.
- Marking the Projector’s gameobject static.
Also tried seeing if I could override the position/rotation in OnWillRenderObject but wasn’t able to get that function to be called for some reason.
Any other ideas on how I can work around this? Any help is appreciated!