[0.4.3] Adjusting camera properties (clip planes, fov, etc)
Several of my demos will adjust/animated camera clip planes, and in the case of Titans of Space, the FOV for zooming. (I try to be mindful of player comfort by capturing the default eye FOV as the "non-zoom" value, and return to that when the player is done zooming).
In the 0.4.3 Unity Integration, it appears that adjusting these values on the cameras on LeftEyeAnchor and RIghtEyeAnchor are not actually having any effect on what is rendered. I therefore assume these Unity cameras are simply there as placeholders for image effects etc, operating on targetTextures coming back from the Oculus SDK?
I have not had the time to dig any deeper than the Unity integration docs (although I have read through most of the OVR scripts and Capi), and am now out of time for the next couple of days to investigate further, so I ask here: what would the correct (and hopefully future-proof) approach be to adjust these values?
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A secondary question (related to FOV) would be that I see a few places in the integration where a compiler define is determining whether or not asymmetric projection is used when calculating the FOV used, but it does not appear to be consistent throughout (sometimes it's always taking the max of left/right & up/down tans, sometimes it's wrapped in #if #else etc). I would like to know if it's safe to enable asymmetric projection or if it is still a work in progress? It's my understanding that there is actually a small performance benefit to asymmetric projection as it reduces some of the overlap in rendering the two eyes, and I don't always need to make use of certain Unity features that require symmetric projection.
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Thanks in advance for any tips on the above! :)
In the 0.4.3 Unity Integration, it appears that adjusting these values on the cameras on LeftEyeAnchor and RIghtEyeAnchor are not actually having any effect on what is rendered. I therefore assume these Unity cameras are simply there as placeholders for image effects etc, operating on targetTextures coming back from the Oculus SDK?
I have not had the time to dig any deeper than the Unity integration docs (although I have read through most of the OVR scripts and Capi), and am now out of time for the next couple of days to investigate further, so I ask here: what would the correct (and hopefully future-proof) approach be to adjust these values?
---
A secondary question (related to FOV) would be that I see a few places in the integration where a compiler define is determining whether or not asymmetric projection is used when calculating the FOV used, but it does not appear to be consistent throughout (sometimes it's always taking the max of left/right & up/down tans, sometimes it's wrapped in #if #else etc). I would like to know if it's safe to enable asymmetric projection or if it is still a work in progress? It's my understanding that there is actually a small performance benefit to asymmetric projection as it reduces some of the overlap in rendering the two eyes, and I don't always need to make use of certain Unity features that require symmetric projection.
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Thanks in advance for any tips on the above! :)
