How to change the FoV of Meta Quest 3 lenses in Unity using InteractionRigOVR ?
Hello, As part of a project, I need to change the FOV of a Meta Quest 3. I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar. I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?1KViews0likes0CommentsOVRCameraRig different fov when running without VR
For debug purposes I want to be able to run without having Oculus Rift connected. The game starts ok, and displays in a window representative to the Oculus resolution, but the fov is way up, both horizontal and vertical, I see way more than what I do in VR. I have the camera in a parent object, but no scaling is done, and the view is just fine running with VR... why is there a difference? Should there be? If I change the fov on the CenterEyeAnchor to one third (30 deg) in non VR it's about right... Is it a bug? Running Unity 2019.1.0a14, Oculus Integration 1.32.1 (don't have any problem with it after disabling some code lines that caused trouble).565Views0likes0CommentsAdjusting the Field of View
We are trying to change the field of view to smaller values within our experimental setting in Unity, which works out fine as long as we do not run it in VR. There, the Oculus intrinisic parameters seem to overwrite any change we've made in the editor, which is reported by others too. Only, we're missing a good solution yet. Is there a way to change the default settings or even better change it during runtime?3.8KViews1like2CommentsWhy can't I change the camera's FOV from 60 to 100 for my S7 + GearVR using Unity?
When I change the camera's field of view from 60 (default) to 100, build the Unity project, and finally view the VR app on my S7 mounted in the GearVR, it ignores the 100 value and defaults to 60. This is a very frustrating limitation because: The user feels too close to objects in the scene It makes the 360 photosphere scene feel too small It significantly devalues the products I'm showcasing for a client in the Gear VR headset It used to be do-able via scripting in Unity, but this was removed late 2016/early 2017 Perhaps I'm overlooking something, but why would Oculus limit the ability to make a scene feel more realistic than the current mega close-up FOV? All of my testers have said the same thing... "I feel way too close to the object in the scene". I've scoured ~20 different articles pertaining to this issue, and they have all resulted in dead-end answers. It's a very debilitating bug. Can an Oculus staff member please assist?2.3KViews0likes4Comments