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Render Texture FOV Issue In VR

Discussion in 'AR/VR (XR) Discussion' started by ColtonKadlecik_VitruviusVR, Apr 27, 2020.

  1. ColtonKadlecik_VitruviusVR

    ColtonKadlecik_VitruviusVR

    Joined:
    Nov 27, 2015
    Posts:
    191
    Hi All,

    I am attempting to create a sniper scope in VR using a camera and a render texture. However I am having an issue when it comes to changing the level of 'zoom' (FOV). When I decrease the FOV for more zoom everything appears fine in the editor (camera preview and RT), but when I play, the scope camera culls objects properly, but does not draw zoomed in (the drawing appears to still be 60 FOV). I have attached some screen shots to illustrate the issue (note the camera FOV, camera preview and final RT on the plane). This issue seems to be connected to the XR management or Oculus packages as removing them removes the issue. I have tried with different package versions but I am currently on XR Management 3.0.6, Oculus 1.3.3 and URP 7.2.1.

    Has anyone else experienced this or have a work around?

    Cheers,
    Colton
     

    Attached Files:

  2. Mad_ed7

    Mad_ed7

    Joined:
    Jun 25, 2018
    Posts:
    8
    Ran into the same issue. It seems to be purely the oculus plugins, removing them and keeping XR management appears to work.
     
  3. hmb3141

    hmb3141

    Joined:
    Oct 8, 2014
    Posts:
    17
    Try forcing the camera using a RT to not target any eye e.g

    cam.stereoTargetEye = StereoTargetEyeMask.None;