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It's important for modes that actually use cloned/created left& right cameras - eg "two displays" - that the user code not use the shortcut Camera.main to access their (main, mono) camera.
Using Camera.main results in undefined and possible buggy code because the cloned/created left and right cameras are also tagged as "MainCamera".
This tagging is necessary so suggest documenting this "gotcha".
Otherwise a big thank you for this terrific script!
The text was updated successfully, but these errors were encountered:
OK thanks, I'll make docs for release.
I set the main tag for S3D cameras only because the main camera should be off in 2 displays mode as it eats fps even without rendering the scene but some Unity's example scenes are not working when no enabled camera in scene with main tag.
It's important for modes that actually use cloned/created left& right cameras - eg "two displays" - that the user code not use the shortcut Camera.main to access their (main, mono) camera.
Using Camera.main results in undefined and possible buggy code because the cloned/created left and right cameras are also tagged as "MainCamera".
This tagging is necessary so suggest documenting this "gotcha".
Otherwise a big thank you for this terrific script!
The text was updated successfully, but these errors were encountered: