When asked how to scale a VR experience, people suggest to scale the actual scene content. That may be fine for a simple test scene, but for complex production ones is really not a viable option.
Take a complex scene, with terrain, trees, particle emitters, lights etc. I started investigating what scaling such a scene would mean, but it looks like a huge pain. Terrain has its own scale. Trees instances would have to be scaled as well. DetailPrototypes (grass, bushes) would need a more drastic solution where you change their min/max sizes (affecting the project content, not just the scene). Then there is particle emitters that need adjustment. Then lights, etc.
Now, it looks much less of a work to just change the VR rig, which to my understanding means:
- Scale the eye separaion
- Scale the tracking data
I’m using Unity 5.3.5 without any external plugin/package. Do you have suggestions how I can achieve this?