I need to get the camera's FOV in my AR app however the Camera.fieldOfView parameter is incorrect and remains at whatever value is set in the Unity editor, regardless of the actual FOV on the device. I understand that AR takes over the camera matrix. I am not trying to change it, just need the real FOV value to calculate screen relative placements. I've reviewed this other thread and tried a number of different methods for calculating the FOV with no solution found yet. Code (CSharp): Debug.Log("Camera.fieldOfView:" + Camera.fieldOfView); // Always the same (incorrect) value set in the editor, not the actual FOV rendered // FOV calculated from projection matrix is also incorrect and results // in same value as above float t = Camera.projectionMatrix.m11; float fov = Mathf.Atan(1.0f / t) * 2.0f * Mathf.Rad2Deg; float z = 0.5f / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); transform.localPosition = new Vector3(0f, 0f, z); // The screen width and scale do correctly report the device's screen resolution Debug.Log("Screen.width:" + Screen.width + " height:" + Screen.height); // The following is from the Vuforia, but alas does not work either Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2.0f, Screen.height, 0)); float angle = Vector3.Angle(Camera.main.transform.forward, ray.direction); fov = angle * 2.0f; Debug.Log("fov:" + fov); // I've also tried placing 3D objects in screen space, but the // ScreenToWorldPoint calculation is incorrect based again on the wrong FOV, // not the actual FOV being displayed Vector3 start = Camera.ScreenToWorldPoint(new Vector3(0f, 0f, z)); Vector3 end = Camera.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, z)); StartMarker.transform.position = start; EndMarker.transform.position = end; } Any ideas?