Incorrect Field of View
Not sure whether to post this here or in the Unity forums, thought I'd try here first.
I'm using Unity native integration + Oculus Utilities (minus the camera rig, I have my own modified version).
I've noticed the FoV is very wrong, it's far too small. This is making everything feel really close-up and is quite disorienting.
I've tried changing the FoV of the camera, but it seems to be being overriden. printing Camera.main.fieldOfView will display "110" if I set it to 110. But the FoV itself hasn't changed at all.
Unity's documentation says this: "View and projection matrices are adjusted to account for field of view and head tracking."
It seems their FoV is wrong, and they don't seem to have given a way to set it.
I'm hoping this is possible by doing [DllImport("OVRPlugin")] but I don't know the contents, so I don't know what to call.
Hope someone can help!
By the way, you can easily test this. Create a sphere, invert the normals / UV's, put a panoramic 360 picture on it and view it on the device. Then view the same image on the Oculus viewer and you will notice it looks exactly the same, except further away (and hence, much nicer).
It's also noticeable with things like the spinner for OVRPlatformMenu.cs.
I'm using Unity native integration + Oculus Utilities (minus the camera rig, I have my own modified version).
I've noticed the FoV is very wrong, it's far too small. This is making everything feel really close-up and is quite disorienting.
I've tried changing the FoV of the camera, but it seems to be being overriden. printing Camera.main.fieldOfView will display "110" if I set it to 110. But the FoV itself hasn't changed at all.
Unity's documentation says this: "View and projection matrices are adjusted to account for field of view and head tracking."
It seems their FoV is wrong, and they don't seem to have given a way to set it.
I'm hoping this is possible by doing [DllImport("OVRPlugin")] but I don't know the contents, so I don't know what to call.
Hope someone can help!
By the way, you can easily test this. Create a sphere, invert the normals / UV's, put a panoramic 360 picture on it and view it on the device. Then view the same image on the Oculus viewer and you will notice it looks exactly the same, except further away (and hence, much nicer).
It's also noticeable with things like the spinner for OVRPlatformMenu.cs.
