For the scale - yes, that’s correct. That would be the scale of the gameObject the VolumeCamera
component is attached to.
I’ve mocked up a small scene showing what I mean with creating an unbounded volume camera in the scene and setting the transform.Scale
to 0.5x0.5x0.5. You can see that the two cubes, although in different volume windows (one is in a bounded and one is in an unbounded), are roughly the same size (I tried my best to position them next to each other, but the bounded one is slightly recessed, so it may appear slightly smaller). I encourage you to try this scene set-up as well - it’s a fairly small scene and should be quick enough to manually re-create.
For the purpose of calculations, transform.Scale
is basically multiplied with volumeCamera.Dimensions
, so you can treat them as somewhat equivalent for the purposes of determining content size.
Both properties inversely affect the root transform of the whole scene - this applies whether the VolumeCamera
is bounded or unbounded, and whether ScaleContentWithWindow
is disabled or enabled. In the editor, if you modify the Dimensions
or transform.Scale
property of a bounded or unbounded VolumeCamera, you can see that the corresponding transform.Scale
of PolySpatialRoot
is set to the inverse of Dimensions
.
Enabling ScaleContentWithWindow
forces content to additionally scale so that it remains proportional to the volume window size (i.e. content that appears to be half the size of the VolumeCamera
boundaries in the editor will remain so on device no matter the size of the volume window), while disabling it breaks that forced proportionality, so that the only thing that affects content size is volumeCamera.Dimensions
and transform.Scale
. By volume window size, I mean the OutputDimensions
, which is the initial size of the volume window itself.
This behavior is true for the unbounded camera as well - you can modify content size by changing transform.Scale
, hence the comparison to unbounded camera mode (which I acknowledge may be muddying things up more than being helpful!).
I hope that helps! Any feedback on how to improve the docs for clarity would be welcome! I think some improvements to the VolumeCamera
gizmo tool would help in visualizing this on editor as well, and will make a task to look into modifying the gizmo tool to accurately reflect what content will look like with respect to the volume camera.