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This PR updates the WebXRManager to copy over the layers mask to the XR cameras. The respective eye layer (1 for left, 2 for right) is always enabled in addition.
A default scene setup behaves identical to before
Calling renderer.render(scene, camera) now always respects camera.layers whether XR is active or not
Users that manually enabled layers on the XR cameras will now have to enable them on the main camera instead.
Users will have to be careful with layers 1 and 2 as these are used for the eyes (even before this PR)
The PR just ensures to retain an existing layer configurations of the non-XR scene camera. That was a annoying issue in the past and fixed with this PR.
This PR causes layer=1 and layer=2 to be both activated for the XR camera
This was also true before this PR was merged. Do you mind explaining in more detail the regression that you are facing?
The cause of the issue has been found (see pmndrs/xr#398). For context, the issue lies in @react-three/xr where the XR camera is being fed back into the render call, effectively doing:
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Fixed #24354
Description
This PR updates the
WebXRManager
to copy over the layers mask to the XR cameras. The respective eye layer (1 for left, 2 for right) is always enabled in addition.renderer.render(scene, camera)
now always respectscamera.layers
whether XR is active or notThis contribution is funded by Fern Solutions