My second camera does not show my particle system - unity3d

I have tried to use a second camera for my speed line particle system because that particles became invisible when an object comes to near to the screen. So I have a problem now my second camera does not show anything(when I change the occlusion to the ground, it also does not show any other layers.) How can I fix that? I put my screenshots of particle system and camera settings.enter image description here
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I handled the issue using particle camera as overlay to the main camera.

It could be because of the material of the particle systems. Make sure that the shader of the material is Render Pipeline/Particles/Lit, if it is Unlit then change it to Lit.
Let me know if this does not help and why.

Related

Unity camera particle system rendering

I have a problem, I have created a particle system and I want to play it on camera in front of everything. How can I do this? If I only position it in front of camera it doesnt look good. It is about a water effect when a player comes out of water.
Prefab>ParticleSystem>Renderer>SortingLayer> here you set it to the highest foreground

Unity's particle system creating background for sprite

Okay, so I've been having some trouble with this. I tried to import my own sprite (just a basic triangle) into the Unity Particle System, and it's been making a white background on my previously transparent sprite. Here's a picture of my settings.
Try changing the Texture type of your sprite from the Inspector Window.

Unity: Why is the video player component colour not the same as the original video?

Just incase, what i meant is as depicted in the image below. Video is from the video player component and image is from a screenshot of the video opened in VLC. Even in the project folder the video is more red then on the video player component. It's just really weird and wondering if its somehow fixable? I read somewhere about colour space in the player settings and mine is already set to Gamma.
You should check from the menu Window>lighting>skybox that "FOG" is off.
If that doesn't help, I found this answer on the Internet:
I think that's because you are using directional light or another light to your plane, disable it from your plane with any way, for the
dull color, you can try this,
The main idea is make your plane to be like multiply layer to the
white space.
Set the material of your plane be more metalic, and smoothness around
0.5 (you can play with this) thick the reflection on forward rendering options, next step is make our mirror (plane) reflecting white color.
Go to window > lighting and set your skybox material using
Sprites-Default, it will make you entire world become white.
Please see if that works for you.

How can I turn off camera video background in Unity ARKit

I'm trying to build a "lights-off" feature in my ARKit app, where I basically turn off the camera video background and only show my 3D content, sort of like VR.
Could someone please help me figure out how to turn off the the video background. I can see that a material called YuVMaterial is being used to render the camera texture but setting that to single color actually covers the entire screen and doesn't show my 3D content either.
You can uncheck the UnityEngine.XR.ARFoundation.ARCameraBackground component under the main AR camera, it will just render a black background.
In Unity, you can switch between cameras while using ARKit. The main camera has a run time spherical video applied to it, so it's not actually your device camera, but a rendering of what the device camera sees. By switching cameras, you can effectively "turn off" the background video image, but still take advantage of the ARKit properties. Have fun.

Implement Zoom(using UI Canvas) in Unity 2d game

I want to implement as showed in the below image in 2D game, I can find so many tutorials for 3D like mini map concept but for 2D i couldn't find anything. In my game i want to show a secondary
camera as in below image and also i need to zoom the content that will show through it. I developed one concept but it can be done with sprites or with Canvas in World Space mode. So you can see
they won't resize or positioned according to the screen resolution. If you guys have any idea how to do this task,it will be very helpful for me. And i also tried with depth mask shader .Thanks in advance.
Use a camera with target texture
Follow my tutorial here: Particles with Dynamic Text but disregard the parts about the particle system, they are irrelevant for you.
Once you've made a material, stop following the tutorial, and instead:
Create a sprite renderer on a canvas that is "Screen Space - Overlay" and set the material to be the one that you created.