Hi,
I’m having an issue, by using these lines of code:
webCamTexture = new WebCamTexture();
GetComponent<Renderer>().material.mainTexture = webCamTexture;
webCamTexture.Play();
I’m displaying the webcam content on a plane (I’m still figuring out how to fit the UVs keep the image with the good camera ratio). In front of the plane I’m manipulating a 3D cube.
My goal here is to match as close as possible the perspective of the device camera (FOV) with the Unity camera one.
I’ve found this: Field of view of a webcam - Photography Stack Exchange
But I’m looking for a more systematic way of calculating that. Is there a way to read the device camera FOV ?
The project is an augmented reality object placer used on Android and IOS. As there are so many android devices I need to find an automatic way to match the two FOV.
I tried to use vuforia’s AR plugin, but the problem is that the perspective is still wrong. And also that Vuforia is overwriting the cam FOV and I can’t prevent that apparently. (Well I’m on their forums aswel for that matter).