I've been working with GoogleVR on Unity for quite a while now and the application I'm developing actually needs to be able to have a higher field of view than the one offered by Google Cardboard, since I'm trying to see my hands through the app and I need to really stretch my arm if I want that. I tried setting it manually by code and couldn't find a way to do it. I also tried increasing the resolution of the camera but also couldn't. I also tried setting a fixed DPI on the Resolution Scaling Mode on Unity, but then the GoogleVR framework broke and didn't work when I did that. I have also tried setting a custom cardboard profile and tested with a lot of different ones, but none of those increased the fiel of view significantly.
Does anyone has any idea on how to solve this?
Thanks!
You don't want to change "mockFieldOfView". That only affects the
in-editor FOV. The value you want to change is "matchMonoFOV" on the
StereoController. You also have to set a "CenterOfInterest" game
object on the StereoController. It makes the stereo FOV attempt to
match the FOV on the Main Camera (or whichever camera has the
StereoController script).
I think this is what you are searching for:
Unable to change FOV of the google card board camera
Related
I recently developed a car parking game using Unity 2018, and I was facing a lot of stutters on my Note 4. Later I turned down the device resolution to 1080p from 1440, and the stuttering was gone. I would like to know how can I detect if a device resolution is above 1080p and downscale it or if there is another better way of handling it, please let me know.
You can use Screen.SetResolution to set a specific value (do it in Awake() on some script in your first scene) and then make sure you adjust the Blit Type in Player Settings to Always or you'll run into this problem.
I have a problem with the project I am working on in Unity and have been trying to solve the problem for days.
I am using the Meta 2 and the HTC Vive base station. I am continuing the work of a colleague. He was working on another computer. I am trying to recreate the project he created. He gave me the project and everything included but also doesn´t know how to solve my problem.
It looks like this:
I can open and play the project. When I play the project I can see everything I want to see in 3D with the Meta 2. But I can not look around. When I move the Meta I see the some kind of "vibrating" movement in the screen but in the end everything stays in the position.
I also connected the Sense Gloves I have with my computer. I can move the fingers of the sense gloves in the screen (they are shown as blue circles which i can move) BUT I cannot move the whole hand. It stays where it is initialized in the room.
I think it is a problem with the transfer of the vive tracking data to unity (the position of the tracker coordinate system in unity is not moving even though hit should).
I hope this explanation is accurate enough. If you need more information, do not hesitate to ask me, please.
Kind regards
Alex
I have a problem using HoloLens and Unity 2017.3.0f3. I open a menu (Canvas in World Space) depending on where the user is looking at using the voice commands.
When menu appears it seems stable, but when walking around it, there is a strange point where it starts to shake and it's separated in different colors, like a rainbow. Very shocking. After 2 seconds it stabilize and appears nice, but everytime I return to that point the same thing happens.
It's quite strange as it just only happen when getting into a specific angle like 65º by left (clockwise direction thinking you are at 6 and the object is the center of the circle).
I have improved the general stabilization using SetFocusPointForFrame but anyway it still makes that strange color shake. Also, I tried to reduce FPS to 24 with no results. Quality is set to lowest... I don't know what more I can do. Any help?
To understand better the effect I found this video:
https://youtu.be/QMrx-BU4Hnc?t=6m25s
That final effect is what happens to my hologram, but the color separation is bigger and everything shakes.
Thank you!
EDIT: I tried to record a video using Device Portal but the objects dissapear instead of shaking O_o really weird.
Well, it's not really a fix. But if I use Unity 2017.1.0f and Visual Studio 2015 with UWP SDK 10.0.14393.0 the problem disappears... I'll try to find if it's a Unity problem or a SDK problem, but for the moment this is a valid solution to avoid the terrible shake with color separation.
Hope this helps someone! :)
I'm coming here because I didn't find a solution to my problem, and I would like your opinion. I'm building a Unity SteamVR project, with a specified quality level (Fantastic for example).
However, the quality of the built game does not correspond to the specified one. (I see it with the shadows and the aliasing that are lower than expected). I'm sure to specify the good quality level, it's marked with a green tick.
Do I need to specify the quality level in an other way ? Is this a well known bug ? Is it related with SteamVR ?
I am using Unity 2017.
Brett
The quality settings for VR is different from a normal standalone build. The VR quality heavily depends on the render scale which controls the texel:pixel ratio before lens correction is applied. Note that this will also affect performance.
You can change it with:
VRSettings.renderScale
Last time I checked, the render scale default value on SteamVR is 1. The more you increase this, the better the quality you get. I recommend you change it to about 1.5 and see if the performance looks fine with that value. If not, keep increasing.
void Awake()
{
VRSettings.renderScale = 1.5f;
}
You can learn more about Unity's render scale and see example of VR image outputs based on its values here.
I found a (bad) solution. If I deactivate all the levels except the one I targeted, the building process use the expected quality.
On the left, the specified level quality is not used when I build my game. On the right, the specified level quality is used to build my game, but I need to previously deactivate all the others levels.
I also find a workaround. I set the settings manually via script. For example anti-aliasing to 8.
QualitySettings.antiAliasing = 8;
I'm working with Xamarin.Forms (2.3.3.180) Map and added many polylines on it. But when I turn on "traffic" its layer are above my lines. Error is on both Android and iOS systems. I have been tried to do something with custom renders but in vain.
If i added customTileLayer its also displayed over polylines and another Map elements.
I have't found the way to find a solution. native maps have't field layers, only tile layers.
You're right, the Traffic can only be disabled/ enabled, we can't change its layer. I've tried to change the layer of Polyline by setting polylineOptions.InvokeZIndex(3000);, and tried to increase this Z index, but it doesn't help.
By checking the official dev documents of google map, I didn't find any thing useful for this issue either. So basically it's not xamarin's problem, this feature is for now not supported by Google map.
You can check the issue report here: Bug: Traffic data is displayed above drawn shapes (polylines).
I think what we can do here is either increasing the width of Polyline or disabling the Traffic. If you want to increase the width, you can for example code like this:
polylineOptions.InvokeWidth(30);