Why can't I change the field of view of Oculus Gear VR Headset in Unity? - unity3d

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.

Related

OpenXR FOV in Unity Editor too small for Hololens 2

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.

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.

Does Gear VR with Samsung s7 edge support user position tracking?

I want to find user movement walking and tracking position and move camera accordingly in virtual reality app , not head movements like rotation , etc. So I am wondering whether this combination Gear VR with Samsung S7 edge will support my requirement or not.
Any suggestion will be appreciated , thank you.
GearVR is not meant to be a 6-DoF device, which is what you are asking (3 Degrees of Freedom means tracking of rotation, 6 Degrees of Freedom means rotation + position).
It is possible to achieve 6-DoF tracking with a Samsung Galaxy by using ARCore. A good starting point would be this GitHub project.
However, the results will most likely not meet your expectations in terms of usability. If you intend to use the original GearVR goggles, you'll notice that the camera is covered, so that would be a problem as well.
If you really want quality mobile 6-DoF VR (read: goggles, not a smartphone in your hands), you should look out for Vive Focus or Oculus Quest as a device.

Unity gear VR reticle pointer shows double when focusing on close objects

I'm developing a VR app in Unity for the Samsung Gear VR and I'm trying to implement a pointer so the user can interact with the objects in the scene. When you look at distant objects it looks fine, but when you focus on close objects (which is highly needed for the app mechanics) the pointer appears to be duplicated, so you need to center the desired object in the middle of the points :P
What I've tried
-Using the GvrReticlePointer that comes with the GoogleVR package for cardboard
-Creating my own pointer by adding a canvas to the main camera with an image in the center
-Changing some of the Camera settings like field of view, stereo separation, etc.
-Configure my phone via a QR code http://imgur.com/fVrNrQk
Steps to reproduce (With canvas added to camera)
1.- Create a simple scene with a few objects to look at in Unity
2.- Set build settings for android
3.- Configure player settings to enable "Virtiual Reality Supported"
4.- Add Oculus as Virtual Reality SDK
5.- Set package name and minimum API level
6.- Add a canvas to the camera
7.- Add an image to the canvas, a cross will do the job
Observations
I'm using Unity 5.6.0b10 since google cardboard's site recommends using this version for the GoogleVR package. And I'm using the Samsung Gear VR with a Samsung Galaxy S6 edge + phone.
Solved
Apparently this is a well documented issue called voluntary Diplopia, and it's a human bug not a software one (read here, Unity's documentation, section The Reticle Interaction in VR).
The problem is trying to put the reticle at a fixed point in the user interface, like traditional 3D games. When looking at closer objects in VR this is going to cause this seeing double problem.
The solution is to position the reticle at the point in the 3D space the user is looking at. If he's looking closer, the reticle is drawn closer. Of course now you also have to scale the reticle accordingly, so the users can see it the same size no matter where they're looking at.
Unity also provides some example scripts about this, you can find them in the assets store, is called VR Samples.
Now I have performance issues (I'm working on mobile platforms): sometimes, when you turn your head fast you can see the reticle where it was drawn before. But looks way better than the double reticle version.

No hands detection in Unity

I have downloaded core assets of Leap Motion from the official website. What I was trying to do is to see my hands in Oculus Rift. There are some predefined scenes that are already added into core assets, for example 500Blocks. However, when I'm trying to load this scene I just get a scene with blocks but hands are not detected. I'm pretty sure that Oculus Rift and Leap Motion are turned on. You can see on the picture of what I get.
What I want is simply to have detected my hands and being able to interact with cubes. How can I do this?
I have Leap Motion of 2.2.7, Oculus Rift 2, and Unity 5.1.1. I built the scene and launched the version with directToRift.
Is your leap motion plugged into oculus rift (won't work) or directly to your machine? (more likely to work)
Is your leap motion working fine, e.g. try the Visualizer while oculus rift is running
Do you have "Allow Images" enabled in the Leap Motion Control Panel (accessible through the taskbar icon)? The white background suggests that passthrough is turned off. 500 Blocks uses our Image Hands assets, so passthrough is needed to see your hands.