'Simulating FOV changes in VR for Google-Cardboard with Unity
I am working on my first VR project, in which I am displaying satellite data inside of a sphere. The camera/observer is placed in the middle of the sphere and "looks up" at the satellite data, which is rendered in all directions. I am doing this under Unity 2021 using the latest Cardboard SDK and running it on a Pixel-3 on Android 12. After some tinkering, I managed to get the scene to render, but the observer is MUCH too close to the scene. I am aware that the FOV is fixed by the device, but is seems to me that I should be able to scale the scene to "zoom out". However, nothing I have tried works, including the following;
- Simply changing the size of the sphere (which is just a single "flip-normalled" object)
- Changing the camera parameters (Note: I now understand that these have zero effect in VR, as the device sets the FOV).
- Placing the camera object, embedded in an XRRig prefab in my case, inside an arbitrary "GameObject" and re-scaling the object (as specified here)
- As in 3, but placing every object inside the GameObject
None of these have any effect on the eventual scene as built on the device. I am at a loss. Surely what I am attempting is possible? I really just want a tiny observer, i.e. to make the "sky" seem much farther away. Any/all help appreciated.
Cheers.
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