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Unity Camera FOV (Oculus GO)

Discussion in 'AR/VR (XR) Discussion' started by vthera_joels, Jan 24, 2020.

  1. vthera_joels

    vthera_joels

    Joined:
    Nov 8, 2018
    Posts:
    8
    Oculus automatically sets the main camera's FOV so the display in the HMD is correct. The inspector shows an FOV of ~96.016 when playing in the editor and I assume it's set to this value when building for the Rift as well.

    My question is, does Oculus set the same FOV on the main camera when building for the Go? Or does the Unity camera use a different FOV value for the Go?

    Apologies if I missed this info in an easy to find place, but all of my searches come up with discussions about changing the FOV on the Go. I don't need to change it, but would like to know what the FOV value is. Thanks!
     
  2. Matt_D_work

    Matt_D_work

    Unity Technologies

    Joined:
    Nov 30, 2016
    Posts:
    202
    Not sure but i'll ask.
     
  3. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    69
    The Oculus runtime hands us the FOV that we should use, so it can be different per device. And I'm guessing it could also depend on device calibration data in some cases as well.

    Some platforms also support dynamic FOV, which may temporarily increase FOV to cover predicted timewarp, etc., so you may not even be able to rely on a fixed FOV.
     
  4. vthera_joels

    vthera_joels

    Joined:
    Nov 8, 2018
    Posts:
    8
    Thanks guys. Please let me know if you find any FOV values for the Go. This is mainly to satisfy my own curiosity at this point, but I'd really like to know. It would be cool if OVR Metrics could show the current FOV if it is dynamic.