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Eye distance

Discussion in 'AR/VR (XR) Discussion' started by LennartJohansen, Jun 9, 2015.

  1. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    2,394
    Hi.

    Is there any setting to change IPD (eye distance) in the 5.1 release?
    I can not find any.

    I want to simulate change in size, huge and small avatars.
     
  2. thep3000

    thep3000

    Unity Technologies

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    Aug 9, 2013
    Posts:
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    We don't allow you to change IPD directly right now, but you can attach your camera to another game object, and then scale the parent game object. Scaling will affect IPD.
     
  3. LennartJohansen

    LennartJohansen

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    I tried scaling the parent object, it does change the IPD but seems to have no effect on shadows. They seem to live a life of their own with strange positions and cutting.
     
  4. LennartJohansen

    LennartJohansen

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    Update: It seems correct in Defered rendering mode, problem only occurs in Forward.
     
  5. fuzzy3d

    fuzzy3d

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    Jun 17, 2009
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    219
    Hi,
    Where can i find information about fixed IPD distance VALUE (native vr mode without plugins). Crucial for scene dimensions and resulting stereoscopic effect.
    Thank you very much.
     
  6. fuzzy3d

    fuzzy3d

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    Jun 17, 2009
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    Unity Manual:
    "It is not required to have two Cameras...Any camera...is automatically rendered..." == Unity is creating two cameras 'on the fly' to render two stereoscopic pictures. O.K. Anybody knows distance between camera 1. And camera 2. (in scene units)?

    Sorry my english please, thank you.
     
  7. WendelinReich

    WendelinReich

    Joined:
    Dec 22, 2011
    Posts:
    228
    Actually, you can just use the solution @thep3000 offered to my question about left/right camera world positions. Obviously, once you have those, you only need to calculate the distance - and only once so it might not be an issue that you use this roundabout way...
     
  8. McGunn

    McGunn

    Joined:
    Aug 7, 2012
    Posts:
    33
    Can you let me know more of your settings? I have this problem even with Deferred Rendering. I've been trying to fix this issue all day.

    Edit:

    To be more specific. When I resize the Camera's parent, it does create the illusion of growing/shrinking. However it completely screws up all the lighting and shadows. When I take off the headset and look at the scene view, the scene view looks perfectly normal. Even the camera preview in the scene view looks normal, but when I switch it back to the game view all of the lighting and shadows are completely wrong.
    I've done this in every combination of forward, deferred, with and without precomputed realtime GI. This has completely halted all progress on my current project, as the design philosophy is iterative, and it requires the experience to be in tact in order to proceed.

    Edit2:
    I've read that this has gotten fixed since 5.1.1p3, I didn't know there was 5.1.3f1 already, I was on 5.1.1.f1. So I'll try the update and post results.

    Edit3:
    The update solved the problem. Woohoo!
     
    Last edited: Aug 30, 2015
  9. McGunn

    McGunn

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  10. fuzzy3d

    fuzzy3d

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    Jun 17, 2009
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    Thank you for reply. Yes, this is solution.