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By Design
Votes
0
Found in
2020.1.0a1
2020.1.2f1
2020.2
Issue ID
1271733
Regression
Yes
[XR][URP]Camera's Target Eye variable is not visible on the inspector
How to reproduce:
1. Open the "SampleScene" Scene in the attached "Repro1271733.zip" Project
2. Select "Main Camera" GameObject in the Scene Hierarchy
3. Notice that "Target Eye" Variable is not visible in the Inspector
4. Enter Play Mode
5. "Target Eye" Variable is visible until Exit Play Mode
Expected Behavior: "Target Eye" Variable is always visible
Actual Behavior: "Target Eye" is only visible when it is referenced from Code during Runtime
Reproducible with: 2020.1.0a1, 2020.1.3f1, 2020.2.0a21
Not reproducible with: 2019.4.9f1
Could not test with: 2018.4 - it did not seem that Target Eye was a Camera variable back then
Comments (2)
-
scot9000
Aug 17, 2021 07:37
The same is valid for HDRP camera. However, changing the "Camera.stereoTargetEye" from script does not have any effect on HD cameras. Is there a way how to select the target eye for HDRP cameras? Thanks.
-
muwtangolifit
Dec 08, 2020 20:41
drone-imagery.co.uk/ So, do keep all these points in mind especially if you wish to start your own photography business.
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Resolution Note (2020.2.X):
With the removal of Legacy XR support and the transition to 2020's XR Management system, the operation of the TargetEye option in a Camera's inspector pane changed from versions of Unity prior to 2020.1. Prior to 2019.4, Unity managed XR using its Legacy XR system (the XR checkbox in Player Settings) and the TargetEye parameter was fed directly into the rendering pipeline. In 2019.4, the Legacy XR system was deprecated and removed in favor of the XR Management system where most controls of XR functionality, including controlling which view a camera would render was moved from static settings in the editor to C# code using the XR Management's script interfaces.
This will remain true, however, with versions of URP starting with release 10, a modified version of TargetEye will display in the camera inspector for interfacing with the URP pipeline. Such a selector is not shown (currently, this may change in the future) for use of the built-in rendering pipeline; target eye controls remain with script in C# code.