Hi,
I have set in both Max and Unity FOV 65.
However, In Unity it looks like the camera is alittle behind compared to MAX.
MAX Camera setup:

MAX Camera:

Unity Camera:

How can i fix that so Unity will show the same image like MAX?
Thanks.
Hi,
I have set in both Max and Unity FOV 65.
However, In Unity it looks like the camera is alittle behind compared to MAX.
MAX Camera setup:

MAX Camera:

Unity Camera:

How can i fix that so Unity will show the same image like MAX?
Thanks.
Try half of max’s fov? just a guess.
I put 32.5 which is the half of MAX FOV and it shows the same exact image.
Why is it different then?
I need to know so i can tell my artist to position the camera and setup the FOV in a correct way…
Thanks.
I believe that the standard FOV in Max is horizontal. In Unityyou adjust the vertical FOV. To compare the two, change the settings in Max to also use vertical FOV.
I also want the FOV to be 60 both in MAX and Unity.
32.5 is limiting the view and its a stupid hack to get it solved.
If you set the FOV in Max to 60 when it is in horizontal mode you can change it to vertical mode, which should give you the correct FOV to use in Unity.
Keep in mind that for this to work the aspect in Max and Unity has to be the same.
Unity FOV is based on vertical axis, Max is horizontal.
Still the same crap.
Both are 60 FOV and in MAX i set it to vertical.


Is the viewport aspect ratio the same on both?
In unity its set on “Free Aspect” and on MAX i searched everywhere the aspect ratio and couldn’t find.
If you making a game for a 16:9 aspect ratio, which is the majority for desktop games, Unity FOV should be set to ( 36 ) to a get a ( 60 ) horizontal FOV.
How do you calculate that?
And what if my players want to change their screen resolution to a 4:3 ?
All i want is to use FOV 60 in Unity and tell my artist the appropriate FOV for MAX to match the FOV 60 of Unity.
I dont understand why they make it harder than it should… its a simple thing wth…
I don’t know if that will help, but here it goes.
In max in the camera turn on render frame so it shows only the parts your virtual camera sees. This should add a frame border in the viewport. After that set render resolution to that of 16:9. In theory it should work.
I dont have that option in max but the Camera in MAX ONLY SHOW what it should see already.
This thread helped me with the same problem. Thanks guys for the vertical fov tip. That was all I needed to do. Never toggled that max rollout before.
RoXCoder…Whatever your desired res is in unity, set that same res in max with render setup. Then when looking through your max viewport camera, turn on “Show Safe Frames”. That should give you the same result in max.