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I have only been able to find outdated articles:





  • \$\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

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.


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.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.