private new void Start()
 {
     base.Start();
     // Clamp JPG image quality
     if (m_JPGQuality < 0)
     {
         m_JPGQuality = 0;
     }
     if (m_JPGQuality > 100)
     {
         m_JPGQuality = 100;
     }
     // Set maximum allowed timestep correct
     Time.maximumDeltaTime = Time.fixedDeltaTime;
     // Correct cubemap size if not power of 2
     if (!MathematicsUtils.IsPowerOfTwo(m_CubemapSize))
     {
         int powerOf2 = 2;
         while (powerOf2 < m_CubemapSize)
         {
             powerOf2 *= 2;
         }
         m_CubemapSize = powerOf2;
     }
     // Create render cubemap
     m_Cubemap = new Cubemap(m_CubemapSize, TextureFormat.RGB24, false);
     m_Camera  = GetComponent <Camera>();
     // Set up transform shader
     m_TransformShader   = Shader.Find("RockVR/CubemapToEquirectangular");
     m_TransformMaterial = new Material(m_TransformShader);
 }
 private new void Start()
 {
     base.Start();
     // Clamp JPG image quality
     if (m_JPGQuality < 0)
     {
         m_JPGQuality = 0;
     }
     if (m_JPGQuality > 100)
     {
         m_JPGQuality = 100;
     }
     Camera[] cameras = Camera.allCameras;
     // disable other cameras except the capture camera
     foreach (Camera camera in cameras)
     {
         if (camera.gameObject.name != gameObject.name)
         {
             camera.gameObject.SetActive(false);
         }
     }
     // Set maximum allowed timestep correct
     Time.maximumDeltaTime = Time.fixedDeltaTime;
     // Correct cubemap size if not power of 2
     if (!MathematicsUtils.IsPowerOfTwo(m_CubemapSize))
     {
         int powerOf2 = 2;
         while (powerOf2 < m_CubemapSize)
         {
             powerOf2 *= 2;
         }
         m_CubemapSize = powerOf2;
     }
     // Create render cubemap
     m_Cubemap = new Cubemap(m_CubemapSize, TextureFormat.RGB24, false);
     m_Camera  = GetComponent <Camera> ();
 }