I'm writing a plugin that can be used in both VR and non-VR projects. I have a Camera that is used to display UI containing some game info on a secondary monitor. My problem is that when the end-user adds my plugin and then imports steam vr, this UI camera's Target Eye is set to "Both" by default.
I can't have any SteamVR code in my plugin. But I can't adjust Target eye property of the camera without it. I just want it so that the camera doesn't change when a user imports SteamVR. I want it to always render to the main display (target eye = none)
So just to clarify,
- I have my plugin, written in a non-vr project with a standard Unity camera. There is no Target Eye setting for this standard camera.
- User wants to use it in VR project, imports plugin into SteamVR Project
- Camera used to render UI gets automatically converted (wrongly) into SteamVR camera
- Defaults to Target Eye = Both
- Need it to be Target Eye = None
At the moment to avoid users submitting countless bug reports, I have to provide warnings in like 6 places telling users to dig way into my built-in prefabs to adjust this setting manually if they use SteamVR. It's not easy for new Unity users, and I want to make adoption as easy as possible.