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I'm creating a game that utilizes off center projection. I've got my game set up in a CAVE being rendered in a cluster, over 8 PC's with 4 of these PC's being used for each eye (this creates a stereoscopic effect). To help with alignment in the CAVE I've implemented an off center projection class.

This class simply tells the camera what its top left, bottom left & bottom right corners are. From here, it creates a new projection matrix showing the the player the left and right of their world. However, inside Unity's editor, the camera is still facing forwards and, as a result the culling inside Unity isn't rendering half of the image that appears on the left and right screens.

Does anyone know of a way to to either turn off the culling in Unity, or find a way to fix the projection matrix issue?

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I think you can set it to 0 in the settings of the camera, can't you? – SwissCoder Oct 9 '12 at 12:00
by the way, do you know about answers.unity3d.com ? It has more active users, and when I was still developing with Unity I frequently checked that out. – SwissCoder Oct 9 '12 at 12:01

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