When Unity runs with a VR headset (and the "Virtual Reality Supported" switch is turned on), the active camera follows the HMD's movements.
But my scene has two cameras. One for the player, one for a mirror (the mirror is important, so I don't want a pixelated/blurry render texture and use the Mirror Effect asset)
The camera used to render the mirror *also* follows the HMD's movements. How do I stop it from doing that?
But my scene has two cameras. One for the player, one for a mirror (the mirror is important, so I don't want a pixelated/blurry render texture and use the Mirror Effect asset)
The camera used to render the mirror *also* follows the HMD's movements. How do I stop it from doing that?