I understand from the docs and other posts that “Field of view is overridden by the VR Device” and can gather, at least when using native VR, the FOV can’t be changed.
I also understand there is a reason for this. However, for the Gear VR the FOV appears too small and everything seems zoomed in, particularly with the camera placed in the centre of a sphere with an inverted 360 degree image mapped to it.
Is it correct that 5.3 will allow the capability for camera FOV to be altered for VR in order to change for certain scenarios?
Thanks for the previous response.
Using 5.3.1 and changed the FOV on the main camera. However there’s still no change once built.
Has the ability to change FOV been implemented in the current version?
Same question - how can I change the FOV of a VR camera? Manually setting with a script afterwards seems to have no effect - the value changes in the editor but nothing happens in game.
Lee, I’ve tried that but the numbers just keep rewritten as soon as one starts to playback the scene. Do you have some special trick in your code that prevents that?
Hi, I have the same problem, default value is 60, what’s in the best value for gear VR? Can we change Camera.Stereoseparation too? Which is defined at 0.064, and can’t be changed, even in the code?
FOV can no longer be changed (tested in 5.6 beta 11), apparently the perfect FOV for every scenario is 60 and it has been hard-coded into the SDK without any way to override it.
This is really unfortunate. I’m creating a 360 video app where I want the user to have the ability to “zoom in” on the footage. In a 360 video, you can’t actually get closer, but you CAN reduce the FOV giving the impression that you’ve zoomed in.
Any ideas on how to achieve this not that this has been taken away?
Can anyone from Unity perhaps entertain an official answer to this major problem? This is an important feature for a precise VR experience for devices like GearVR.
Based on Ed-Unity answer above, it wasn’t working in 5.2, then it was fixed for 5.3, and now it doesn’t work anymore in 5.6.
We also contacted Oculus directly, and they said Unity makes FOV immutable after startup. So, is this Unity issue?
Yeah, for the effect I’m working on, not being able to change FOV is more nausea-inducing than changing it. I have a camera view slowly growing on top of another camera view, and if the FOV can change, then the two windows will line up, but if not, then they don’t.