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I would like to have a VR camera (for the player) but also have another camera (spectator).

I am using Unity 2019.4.8f1 on the Universal Render Pipeline

I have only been able to find outdated articles:

https://blogs.unity3d.com/2017/12/12/spectating-vr/

https://unity3d.college/2017/05/08/unity3d-spectator-mode-vr/

https://forum.unity.com/threads/using-a-second-cam-while-still-rendering-the-vr-camera-for-the-vr-headset.659434/

Thanks!

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  • \$\begingroup\$ What have you tried, based on your research so far? How do the results of your experiments so far differ from what you need? \$\endgroup\$
    – DMGregory
    Aug 16 '20 at 18:39
  • \$\begingroup\$ @DMGregory I cannot find the Target Eye option in the inspector, presumably because I am using URP. \$\endgroup\$
    – OskarZyg
    Aug 16 '20 at 19:54
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It seems the "Target Eye" property now hides from the Inspector unless you change it via a script at runtime.

camera.stereoTargetEye = StereoTargetEyeMask.None;

Which causes to correctly take over the desktop display without rendering in the HMD.

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I get a 2nd camera output in unity by using KlakSpout (requires URP and Unity 2020+).

It re-routes a camera to VPT8 - which displays full screen on my 2nd monitor - where I can record it with OBS.

This way I have the VR headset for my immersive experience, and I can record a motion-smoothed version of my POV or a 3rd person - or static - can put the 2nd camera anywhere.

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