Having a main Camera rotate other cameras

Hello
I have my main camera in a VR scene
There are also window that display other scenes with render Textures (I have other cameras rendering to window textures)

I want the main camera movement to and fro to be reflected by the other cameras
Rather than Parenting the cameras to the main camera (which almost works but gives too much movement & some weird feedback) I want to do this with script, so

My Main cameras rotations are passed to these secondary Cameras…
I have no errors but nothig happens in my secondary cameras…

What am I doing wrong?

MAIN CAMERA:
using UnityEngine;
using System.Collections;

public class VRCamMain : MonoBehaviour {

    //Storing the main Cameras values to pass to secondary cameras
    //public float VRposX;
    //public float VRposY;
    //public float VRposZ;
    public float VRrotX;
    public float VRrotY;
    public float VRrotZ;



    void Update()
    {
        //Capture  pos & rot
        //VRposX = Camera.main.transform.position.x;
        //VRposY = Camera.main.transform.position.y;
        //VRposZ = Camera.main.transform.position.z;
        VRrotX = Camera.main.transform.rotation.x;
        VRrotY = Camera.main.transform.rotation.y;
        VRrotZ = Camera.main.transform.rotation.z;
    }

}

SECONDARY CAMERAS:
using UnityEngine;
using System.Collections;

public class VRCamSmall : MonoBehaviour {

    // this calls the Main camera Script to get its values
     VRCamMain  _VRCamMain;
    // storing myCamera positions locally
    //private float posX;
    //private float posY;
    //private float posZ;
    private float rotX;
    private float rotY;
    private float rotZ;
    //naming ind camera
    public GameObject myCamera;


    //these are coming from other script 
    //public float VRposX;
    //public float VRposY;
    //public float VRposZ;
    //public float VRrotX;
    //public float VRrotY;
    //public float VRrotZ;


    void Start()
    {
        _VRCamMain = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<VRCamMain>();
       //posX= myCamera.transform.position.x;
       // posY=myCamera.transform.position.y;
       //posZ= myCamera.transform.position.z;
       rotX= myCamera.transform.rotation.x;
       rotY= myCamera.transform.rotation.y;
       rotZ= myCamera.transform.rotation.z;
    }

    void Update()
    {
        //posX = posX + _VRCamMain.VRposX;
        //posY = posY + _VRCamMain.VRposY;
        //posZ = posZ + _VRCamMain.VRposZ;
        rotX = rotX + _VRCamMain.VRrotX;
        rotY = rotY + _VRCamMain.VRrotY;
        rotZ = rotZ + _VRCamMain.VRrotZ;
    }



}

I Appreciate your help

~be

There is nothing wrong with this code because there is nothing in this code despite of some variables with some values … you’ve just fetched the values from VRCamMain class and did nothing with them, you need to apply these values to your secondary cameras

secondaryCamera.transform.localRotation = Quaternion.Euler(rotX, rotY, rotZ);

Accept if it did the trick

@aditya Almost! I’m Accepting this, although now the camera just Spins Wildly (although it seems to be coming a bit from how I move my head… )
Maybe I need a Fraction of the movement… leading to stop when I stop moving the Main Cam (head tracking)?

MAIN CAM:

public class VRCamMain : MonoBehaviour {


    // capture the Cam initial Pos 
    public float initPosX;
    public float initPosY;
    public float initPosZ;
    public float initRotX;
    public float initRotY;
    public float initRotZ;

    //Storing the main Cameras mov values to pass to secondary cameras
    public float VRposX;
    public float VRposY;
    public float VRposZ;
    public float VRrotX;
    public float VRrotY;
    public float VRrotZ;

    void Start()
    {
        initPosX = Camera.main.transform.position.x;
        initPosY = Camera.main.transform.position.y;
        initPosY = Camera.main.transform.position.z;
        initRotX = Camera.main.transform.rotation.x;
        initRotY = Camera.main.transform.rotation.y;
        initRotZ = Camera.main.transform.rotation.z;

    }

    void Update()
    {
        //Capture change in pos & rot minus initial 
        VRposX = Camera.main.transform.position.x - initPosX;
        VRposY = Camera.main.transform.position.y - initPosY;
        VRposZ = Camera.main.transform.position.z - initPosZ;
        VRrotX = Camera.main.transform.rotation.x - initRotX;
        VRrotY = Camera.main.transform.rotation.y - initRotY;
        VRrotZ = Camera.main.transform.rotation.z - initRotZ;
    }

}

SECONDARY CAMS:

public class VRCamSmall : MonoBehaviour {

    // this calls the Main camera Script to get its values
     VRCamMain  _VRCamMain;
    // storing myCamera positions locally
    private float posX;
    private float posY;
    private float posZ;
    private float rotX;
    private float rotY;
    private float rotZ;
    //naming ind camera
    public GameObject myCamera;


    //these are coming from other script 
    public float VRposX;
    public float VRposY;
    public float VRposZ;
    public float VRrotX;
    public float VRrotY;
    public float VRrotZ;


    void Start()
    {
        _VRCamMain = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<VRCamMain>();
       posX = myCamera.transform.position.x;
       posY = myCamera.transform.position.y;
       posZ = myCamera.transform.position.z;
       rotX= myCamera.transform.rotation.x;
       rotY= myCamera.transform.rotation.y;
       rotZ= myCamera.transform.rotation.z;
    }

    void Update()
    {
        posX = posX - _VRCamMain.VRposX;
        posY = posY - _VRCamMain.VRposY;
        posZ = posZ - _VRCamMain.VRposZ;
        rotX = rotX - _VRCamMain.VRrotX;
        rotY = rotY - _VRCamMain.VRrotY;
        rotZ = rotZ - _VRCamMain.VRrotZ;
        myCamera.transform.localRotation = Quaternion.Euler(rotX, rotY, rotZ);
    //    myCamera.transform.localPosition = Quaternion.Euler(posX, posY, posZ);
    }



}