I have a VR scene that uses two (sets of) cameras—one for rendering the interior of a room, and one for rendering the world outside a window. (I do this because they have very different clipping plane ranges; it works fine because I clear the z buffer when switching to the interior camera, since nothing from the two "scenes" will ever intersect.)
This works in editor, and in Windows builds, but when I build to WebXR, the exterior cameras (one per eye) draw fine, but the interior cameras have strange transforms; it feels like the eyes are at wildly incorrect offsets to each other, and like my head's movements are all greatly exaggerated.
I'm using Unity 2018.4.22f1 with the 2.0.1 release of the exporter, and running in Firefox 75.0 on Windows 10.
I have a VR scene that uses two (sets of) cameras—one for rendering the interior of a room, and one for rendering the world outside a window. (I do this because they have very different clipping plane ranges; it works fine because I clear the z buffer when switching to the interior camera, since nothing from the two "scenes" will ever intersect.)
This works in editor, and in Windows builds, but when I build to WebXR, the exterior cameras (one per eye) draw fine, but the interior cameras have strange transforms; it feels like the eyes are at wildly incorrect offsets to each other, and like my head's movements are all greatly exaggerated.
I'm using Unity 2018.4.22f1 with the 2.0.1 release of the exporter, and running in Firefox 75.0 on Windows 10.