OpenXR FOV in Unity Editor too small for Hololens 2 - unity3d

I have a problem after switching from Unity integrated XR to Open XR when using Holoremoting. The Unity Editor FOV 29 deg, although the Hololens 2 FOV is 54 deg. Unity Screenshot How can I increase the FOV of my Main Camera in Unity so it's the same as the actual Hololens 2 FOV through the visor? The FOV slider doesn't work once connected via Holographic Remoting. I want to see the same view in the Unity Game view as the user sees through the Hololens2 visor.
Unity: 2020.3.26f1
MRTK: 2.7.3
MR OpenXR Plugin: 1.2.1

You can’t change the FOV. But you can modify the view size in Game window to show more content. I see you are using 16:9 Aspect. You can try Free Aspect.

Related

Vuforia and MRTK for Hololens 1 : ImageTarget not working

I'm creating a simple app with a menu and multiple scenes. The structure is the following :
Loading (empty scene, MRTK Scene Manger, load the main scene, contains the camera)
Main (4 buttons used to change scene, no camera)
Cube (a scene with a cube, no camera)
Scenario1 (a scene with Vuforia and ImageTarget, contains Vuforia Behaviour script)
...
The problems
I have one main issue :
When I launch the application in Unity, Vuforia use my webcam as a camera and the ImageTarget are detected really quickly. However when I deploy on the Hololens using USB method (since Vuforia isn't supported using Hololens Remoting Player), it's really hard to detect the ImageTarget. The ImageTarget got 4/5 stars when uploaded on Vuforia and these are my settings :
In Vuforia database I also set the height of the target to 0.21m since I printed it on a A4 sheet
There you can see the scene system I use :
For the camera, the loading scene contains the Main Camera, then in Scenario1 I have an empty object containing Vuforia Behaviour Script.
Question
Why is Vuforia having so much troubles to detect the ImageTarget when running on the Hololens ?
Please refer to Vuforia Engine Release Notes | VuforiaLibrary, support for HoloLens 1 was deprecated in Vuforia Engine v10.3.2.

Unity Oculus Quest 2 low fps

I have a problem with my VR game.
I have build a simple scene, and when I start the game, RivaTuner shows 90-80 frames per second, but when I put on the headset, the frame rate is very low, I want to know why it works like that.
I used Oculus Quest 2 with Oculus Link.

Why can't I change the field of view of Oculus Gear VR Headset in Unity?

Anytime I edit the camera's field of view in Unity to 100 (instead of the default 60), either Oculus or Unity is limiting the FOV to 60 for my Samsung S7 with Gear VR headset. The 100 is ignored, and 60 is used when using the Gear VR to view the VR app.
Apparently, the support was disabled in March 2017 (or slightly before) to customize the FOV setting of a photosphere in Unity via the camera.
I've heard that the reason you can't change FOV is because it is a device-specific setting (S6 is different that S7, or Oculus Rift is different than Gear VR for Unity camera's FOV value).
Why?
The word "Virtual Reality" gives the answer to this question.
Just like you can't change fov of your eyes, you shouldn't be able to mess with fov in the app. Depending on device screen (or other factors), they have pre-setup the value so its most resembling to reality.
Moreover there could be other usability problems like VR-Sickness. So Unity took control of this.
Hope this helps.

Canvas UI does not render in GVR (Google Cardboard) in Unity 5.3.5

Background
I am using Unity3D 5.3.5 to develop a Google VR (Cardboard) project
Introduction
I added a canvas button to my scene. It shows up in scene mode and sometimes in Game mode but never when I run the project
What I have tried
Turning off Direct Render for Main Camera
Setting up Render Mode of canvas to World Space
Adding Main Camera to Event Camera
Observations
Button shows up in Scene and Game Mode but not during Play mode
Though the UI does not show up, Physics Raycaster in the reticle hits the button.
Screenshots Below
This is a Unity bug. In the forums they mentioned it will be fixed in 5.3.5p5.
Its also noted in known issues for gvr:
Starting with 5.3.4p2, a bug in Unity prevents rendering World Space
uGUI Canvases into a RenderTexture
https://developers.google.com/vr/unity/release-notes#v080_initial_release
It works in older version(5.3.4f1), if you need to test it right now.
in your canvas change Render Mode to-> Screen Space Camera
change Render Camera to -> Your camera
change Plane Distance to a very low number but not negative

How to make project tango delta camera camera to VR mode

According to project tango tutorial
Once you're set up, try making a simple VR application on Project
Tango using our Unity prefab motion tracking tutorial. Also check out
our Unity code samples on GitHub for more inspiration!
https://developers.google.com/project-tango/apis/unity/
but the prefab motion tracking tutorial don't have any VR instruction
https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking
Anyone know how to make the delta camera camera to VR mode?
Found it under tango VR examples
https://github.com/googlesamples/tango-examples-unity