

Unity's view shows me a slightly scaled down version of real world. But the REAL corner of the wall is BIGGER. If I remove the glasses, but keep my eyes pointed the same direction, they're focused right on my finger. When sit in the middle of a wall and look at the far wall, I point my hand to where it feels like the corner of a wall is. Say for example I model my office which contains only a computer, a chair, and 6 walls and put that into VR space and align it. in other words, Unity "shrinks" everything in world space. if you look at a VR representation of a VR object of a "thing in front of you", then look at the REAL thing in front of you by taking off your headset, the radians spanned by the real life object is a lot bigger than the object in VR space. But what the user sees in the headset is scaled down about 30% from "real world" vision. We're seeing this issue where the headset and the controllers map correctly from real world to VR world space coordinates. Matt_D, I'm also curious about modifying the FOV for the Mixed Reality Headset. So, hopefully there is a way to achieve this with Unity.

If we cannot change the FoV, we have to can the whole project.
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However, I can not find any single functional example on how to change the FoV through Unity / GearVR. There is mention about this being possible after unity 5.3, also some speak of some internal Oculus settings that you might be able to get at. But how?Īfter searching around for an answer, I could not find anything concrete. The Unity team states "You can manually set the FoV to a specific value". Normally, setting the vertical field of view can be achieved by:īut when running the app on the GearVR device after enabling VR in Unity, this setting is ignored. In the example of a car interior, we would need to increase it. To fix this issue, we can normally just change the cameras FoV. What happens with the default FoV setting is that everything looks grossly scaled up, and you get an unrealistic claustrophobic scene that is far from a presentable result. However, we also need to support panorama backgrounds of close environments, such as the inside of a car. It looks OK when the panorama scene is far away, like a typical skybox. In my company's GearVR project we use a panorama background texture, wrapped to a sphere.
