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Niq's avatar
Niq
Explorer
10 years ago

OVR Camera RIG fov difrerent From default VR camera fov

I dont know why this is happeining, but when I use the default camera with vr enable I see a fov that makes sense with the scale of the world. But when I use the OVRCamera Rig form the oculus utilities (1.5) everything seems much bigger.

Any sugestion on how to fix this?

Thanks

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  • Unlike a regular Camera, OVRCameraRig has a GameObject that is a parent of the Camera, allowing you to scale it and move it around after the app has started. Have you changed the transform of the OVRCameraRig GameObject or its child, TrackingSpace?
  • Yes,  I did that. but I didnt see any change
  • everthing is one in the scale of the objects 
  • I can confirm OVRCameraRig does not mess with the FOV. It literally uses a plain Camera. Here is how I verified it:
    1) Open OVR/Scenes/Cubes.unity
    2) Select OVRCameraRig/TrackingSpace/CenterEyeAnchor in the Hierarchy view
    3) Press CTRL+D to duplicate it with the same transform.
    4) Drag the new GameObject to the root of the Hierarchy view, so it's a sibling of the OVRCameraRig. Note that it now has the same transform as the OVRCameraRig GameObject.
    5) Set the new Camera's depth to 1 so that it renders over top of the OVRCameraRig's built-in Camera.
    6) Play the scene and toggle the new GameObject's Camera on and off. The Game view image will not change at all and both Cameras will have the same FOV and world pose.

    Can you confirm your scripts don't apply different settings to the OVRCameraRig and the plain Camera?
  • Thanks for the answers. I am not apllying different settings but I found whats causing the problem, I have the OVRCameraRig with "use positional tracking" unchecked. If I check that the problem of the fov is gone. Any idea why the poisitonal tracking messes with the fov?

    Thanks
  • As of 1.3.2, OVRManager.usePositionTracking's behavior changed and it now stops the game from changing either eye's position _at all_. This turned out to be counterintuitive for most developers and we are changing the behavior again for the upcoming 1.6 SDK, which will show up in Unity around 7/20. If you need to disable position tracking for some reason, you can still effectively do it in a C# script by setting the local position of the TrackingSpace GameObject to the opposite of the CenterEyeAnchor's local position in a handler for the OVRCameraRig.UpdatedAnchors event.
  • @vrdaveb
    Hi,
    Using OVRCameraRig and OVRGazePointer I am trying to track gameObjects as hotspots on 360 video. However only those gameObjects/hotspots are visible that are in OVRCameraRig FOV. How can I track gameobjects which are placed 360 video since the OVRCamera FOV is only 180 degrees