This might be an Apple issue, but would like to report it here to be sure:
On the beta version of VisionOS 1.1 (at least from beta 3 but possibly earlier, but not on the current live consumer version 1.0) we’re seeing strange scaling of non-uniform volumes between different window zoom settings (these are accessed on device in Settings/Display/Appearance with the options of Small, Medium, Large, Extra Large.
Specifically: the difference between Small and Extra large for non-uniform volumes is quite visible.
This is an example app with a volume of 2,1,1 and two uniformly scaled cubes that fit neatly inside this volume. The app uses Unity 2022.3.20, PolySpatial packages 1.1.4 and Xcode 15.2.
It looks as it should (roughly, cause it’s still not exactly square) on Large or Extra Large:
If you watch the log in Xcode, you should see some volume-related logging get printed in development builds – what actual window sizes are showing up?
The output dimensions that an app requests are unfortunately just a “strong suggestion” to the OS and are not guaranteed to be what you get (definitely not guaranteed to be exact). In order to handle all cases, you have to use the window events on a volume camera and adjust the volume camera dimensions based on the actual output window size in order to maintain the proper aspect ratio/positioning/etc.
In the near future we want to provide some simple ways of configuring a volume camera to automatically do this without additional code, but we haven’t gotten there yet.
Thanks for this answer, we will check what is possible for our game. I know most of the window events unfortunately weren’t working in PS 1.0.3 ( Volume Camera Window Events - #3 by LandAndSte ), but if the beginning event does fire then that might be enough to get the actual volume that is given.