Post-processing/volume not reflecting in other camera - unity3d

Heads-up, I'm using the built-in Unity volume profile instead of Post-Processing V2!
Hey everyone. I'm currently stuck trying to figure out how to make both my cameras produce the same post-processing effect. Right now, I've managed to create the effect I want in my main camera which is being displayed properly in the build but not in my other camera which is the spawned third-person view of the human model.
Left is the human's camera, right is the main camera aka the cat's pov. As you can see, there is a difference between post-processing effects in both cameras. Both cameras also have the Enable Post-Processing check ticked and set to global.
Currently, I have the cat and human's camera disabled and activated when it spawns into the game. I also have attached a child object to the both cameras containing the volume profile.
This is my volume profile in case you need more context.
And this is where I've attached the volume profile to.
Would appreciate any help I can get! Thanks everyone.

If you have created a Postprocess Volume, its really easy to do. Just go on to both cameras and add Postprocessing layers to them, and don't forget to enable post processing in the camera options if you are using URP. Then just go on to Post-Processing-Volume-Layer in the just added component and select 'Everything'. This should do the Job! Hope it helps.
Here, you can also look at this: https://docs.unity3d.com/560/Documentation/Manual/PostProcessing-Stack-SetUp.html

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Before I explain my situation, it's important that I mention I'm using an older version of Unity, 2017.42f2 (for PSVITA support). for this reason, I'm also using the old Post-Processing Stack.
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My expectation is that the UI renderer camera would only apply it's effects to the Canvas. Instead, it also applies them to the camera beneath it; the game renderer camera.
As you can see I used Don't Clear clear flags. I also tried Depth-only, to see if it would make a difference.
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Can you somehow make a game(not ui) like, 30 % darker without having to recolor every sprite in unity 2d?

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You definitely could do that using Unity's Post-Processing Auto Exposure which is a way to adjust the global brightness of the game's scene.
Download the Post-processing package from Package Manager.
Add the Post-process Volume component to your camera.
You will find a New button to create a Profile for that volume.
Finally, add Auto Exposure as an Effect Override and play with values!
Note: If you're using URP or HDRP pipelines you don't need to download the Post-Processing package from Package Manager since it's integrated by default and I think it's called Global Volume.
If you have any other question, please don't hesitate to ask!

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I am developing an app with vuforia Cloud Recos. I want to add the feature of allowing the user to pause the page so she does not have to keep pointing the device on the target to view the trackable. This is pretty useful when I want to show texts. Is there anyway to achieve that on Unity3D ? A good example is Microsoft's Here City Lens app which includes a button to pause the page as the screenshot shows;
You could take a screenshot of the screen and apply it to an Image UI object. That is if you do not need the camera feed anymore.
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I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
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Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)