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As the simplest of tests to see if this works at all I have done the following:
I have installed the latest unity (2019.4.0) and then started a new URP project. Then imported the SteamVR unity asset.
Then opened the scene -
\\Assets\SteamVR\InteractionSystem\Samples\Interactions_Samples.unity
So it is the base steamvr sample scene for unity.
All is good, if I run it, I can mess about in the world in my headset.
I now introduce a cube and give it a new layer (TestOverlayCamera)
I introduce a new camera and set the culling to be only "TestOverlayCamera" and set it to be an OVERLAY camera
I set the VR camera culling to be everything but TestOverlayCamera
again all is good, I cannot see the cube.
I add the overlay camera to the VRbase camera's stack
I still cant see the cube, but I can see it on the camera view on my editor window.
It seems that the headset renders ignore any overlay cameras in the base cameras stack.
Are SteamVR cameras just set up to handle URP camera stacking or has anybody managed to get this going?
Thanks again,
Lindsay.
So it is a fundamental difference with just the SteamVRObjects\VRCamera and the camera on NoSteamVRFallbackObjects\FallbackObjects
I think that it is pointing towards a bug then with the SteamVR. Would anybody be able to sanity check my reasoning?