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Up and Coming
July 26, 2014

Set IPD in Unity

My app has problems setting the IPD. According to the Unity SDK documentation:

OVRCameraController.cs - IPD: This field sets up the Interpupillary Distance (IPD) for the cameras, in meters. The default is set to either the average IPD value, or to the value that has been set by the Oculus Configuration Utility. You can also override this value if needed.

To me, this sounds a bit ambiguous.

-Is the IPD set from the Configuration Utility, or is it set from the IPD value on OVRCameraController?
-If the IPD is set from the Configuration Utility, then why is this value available on OVRCameraController if it isn't doing anything?
-If the IPD is set from OVRCameraController, then how do you force it to be set from the Configuration Utility?
-If the IPD is set from OVRCameraController, but overridable via OVRCameraController, then how do you stop if from overwriting the IPD?
-Shouldn't there be a tick box on OVRCameraController called "Use Configuration Utility IPD"?

    4 replies

    Up and Coming
    July 29, 2014
    to me it would seem like in unity its just a default value that you can set for your project, while the configuration utility acts as an override to accommodate the various IPD's of the users when launching an application;
    ElecmanAuthor
    Up and Coming
    July 29, 2014
    Ok, so how can you choose between the Unity default value and the Configuration Utility value?
    Up and Coming
    July 29, 2014
    I assume the config utility only overrides the IPD when you run a game from an .exe. The IPD in unity is for testing in the engine.
    Up and Coming
    July 29, 2014
    Is there a way to set the IPD from within the unity app? It's faster to measure by hand and just dial it in inside the app...