Hi Lucy,
There is a work around, and it’s not very difficult.
You’ll want to create a separate camera for your spectator, so you don’t have the multiple views renderer. In your animation frame callback, after you render the scene normally, you’ll want to conditionally render again.
// render as normal
renderer.render(scene, camera);
// ... then conditionally render the spectator view
if (renderer.xr.isPresenting
// we don't have a good check for whether or not mirroring is possible
&& isDesktop()
// Firefox is still on the old, prestandardized WebVR API, so it can't do this
&& !isFirefox()) {
// Copy the XR Camera's position and rotation, but use your
// main camera's projection matrix
const xrCam = renderer.xr.getCamera(camera);
spectator.projectionMatrix.copy(camera);
spectator.position.copy(xrCam.position);
spectator.quaternion.copy(xrCam.quaternion);
// we'll restore this later
const currentRenderTarget = renderer.getRenderTarget();
// turn off the WebXR rendering
renderer.xr.isPresenting = false;
// render to the canvas on our main display
renderer.setRenderTarget(null);
renderer.render(scene, spectator);
// reset back to enable WebXR
renderer.setRenderTarget(currentRenderTarget);
renderer.xr.isPresenting = true;
}