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Change the camera FOV

Discussion in 'VR' started by Innovine, Jul 29, 2019.

  1. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    Hello Unity,
    from your documentation:
    > The user cannot change the field of view during runtime, because this behaviour is known to induce motion sickness.

    Now that we're all big boys can we remove these kinds of training wheels, please?
    I would like an engine which supports me in implementing my own ideas. It's pretty common for flight sims to allow the player to zoom their camera in on cockpit instrumentation, distant targets, etc, to compensate for the lack of resolution in the headsets, for example. It's never caused me any motion sickness, either, and I dislike that you remove this choice from me.
     
  2. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    Unity, this an absolute showstopper for me, it is an essential feature I just assumed was possible until I discovered otherwise. I really, really, dont want to have to migrate everything to Unreal Engine.. I am shocked and horrified. Please for the love of god, allow us the freedom to make decisions in our own games about how our camera should behave.
     
  3. kirilapostolov

    kirilapostolov

    Joined:
    Mar 21, 2018
    Posts:
    2
    Same with my project, and probably I have to migrate it.
     
  4. enhawk

    enhawk

    Joined:
    Aug 22, 2013
    Posts:
    832
    you could use another camera and a render texture
     
  5. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    Yeah like how does that work in vr?
    You need two cameras, two textures, each rendered to one eye display, then you have to get them aligned somehow, which isn't as trivial as it sounds because the resulting view is just weird and misaligned.
    Even if it works (I couldn't get it to look good), i'm supposed to take that rendering cost because unity decided I shouldn't be allowed change my camera fov??
     
    MaxIzrinCubeUX likes this.