Using a world camera to render the localplayer and mirror reflection layers, while using an udonsharp script to invoke camera.Render() causes the head to go missing on the open-beta, on live this is fine. However using an animator component to render the camera keeps player head. I have assembled a demo world that reproduces this bug: https://vrchat.com/home/world/wrld_05586ad0-38a5-48ff-9624-c98f3dfcb14c