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Unity Editor version: 2022.2.14
ML2 OS version: 1.2.0 dev
MLSDK version: 1.5
Host OS: (Windows)
Hello, I am trying to create a setup where I have 2 cameras stacked. The front camera is the main ML XR Rig prefab and then another camera is rendered underneath that camera using a lower depth priority setting.
I've noticed when doing the above the Magic Leap Camera script on the XR Rig hard sets the Background Type/CameraClearFlag to SolidColor which makes sense in most cases but as I want to have this camera stacked on top of another camera a hard set value is not useful as I need it to be Uninitialized (flag: Nothing) so to pass through the rendering of the camera below.
After some playing with the code, I managed to override the Magic Leap Camera script behavior in Unity by changing the DEFAULT_CLEAR_FLAG variable to CameraClearFlag.Nothing and I've achieved the desired behavior of cameras stacking within the Unity Editor, but when I tested a build it seems as though the value is overridden by the runtime SDK regardless of my code modifications (this used to be the same issue for near-clipping values on older SDK versions).
Is it possible to set the main XR Rig prefab camera setting the Background Type to Uninitialised (CameraClearFlag.Nothing in API code) and stop the SDK from overriding my intended behavior? The camera layer underneath will have the flag/type SolidColor to be clear and will be used as a camera that flys along a path for a visual effect that is separate from the AR-tracked camera behavior.