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mpaul0055
12 years agoHonored Guest
Problems With Fish Eye Effect In Unity
Hi Guys
Hope someone can help me a wee bit as my design not gaming background is starting to fall a bit short. I was unsure of the best way to explain the problem im having, but using the term fish eye seems the best way.
Basically i had built the majority of my game before my oculus rift had arrived so scaling feels slightly off. I have tried to counter act this by making the character larger, but im not sure this is the correct way as when the user moves there head around, it feels as if the items are warping when getting to the edge of the lens cup.
I have played about with the FOV which helps, but this always goes back to a set value of 111 once the game is restarted. It just all feels very oddly distorted.
Am i best posting up a short demo so people can see what i mean?
My games a matter of weeks away but this is seriously setting me back.
Hope someone can help me a wee bit as my design not gaming background is starting to fall a bit short. I was unsure of the best way to explain the problem im having, but using the term fish eye seems the best way.
Basically i had built the majority of my game before my oculus rift had arrived so scaling feels slightly off. I have tried to counter act this by making the character larger, but im not sure this is the correct way as when the user moves there head around, it feels as if the items are warping when getting to the edge of the lens cup.
I have played about with the FOV which helps, but this always goes back to a set value of 111 once the game is restarted. It just all feels very oddly distorted.
Am i best posting up a short demo so people can see what i mean?
My games a matter of weeks away but this is seriously setting me back.
3 Replies
- DrMcCleodHonored GuestHave you taken a look at the SDK documentation? You have to be pretty careful about how you set up your rendering, and the field of view is determined by the geometry of the headset.
I assume that you are using the barrel distortion shader to counteract the effects of the headset lenses? The parameters for that shader are also dependent upon which of the 3 lenses you are using. - mpaul0055Honored Guest
"DrMcCleod" wrote:
Have you taken a look at the SDK documentation? You have to be pretty careful about how you set up your rendering, and the field of view is determined by the geometry of the headset.
I assume that you are using the barrel distortion shader to counteract the effects of the headset lenses? The parameters for that shader are also dependent upon which of the 3 lenses you are using.
I was using the Standard OVR Player Controller so yes it has the barrel distortion checked.
It really feels like the FOV as everything feels just a bit too far away once inside the rift. - cyberealityGrand ChampionIt may mean that the scale of your game is off. I believe it should 1 unit to 1 meter (in Unity).
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