How do I zoom out in Unity's play mode? - unity3d

I am new to Unity, following this rolling ball tutorial and I think I clicked something but my play mode camera is super zoomed in. How do I fix it?
I can't seem to upload it but here are pics.
http://imgur.com/qAFdCHr
http://imgur.com/iPX3yOU

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Problems with 360 Video in Unity Player

I'm building a simple 360 video project and mostly got it to work. I've successfully imported the video and configured project so I can pan and 'look around' the environment when the Unity IDE is playing the video in Scene mode.
When I try to build the project or run it in Game mode, it looks as if I'm staring at a wall.
None of the articles on 360 video mention things about camera placement.
I've noticed a button labeled '2D' in the Scene view button bar that looks eerily similar to how the software renders the project in Game mode.
I feel like I'm missing a switch or a configuration somewhere.
Thanks for your assistance.
I tried setting a number of different build settings for Unity Player that didn't work.
I'm attaching screenshots of what I'm seeing.
enter image description here
Here's the game view mode.
enter image description here
There's an additional step that's not posted in most 360 vid tutorials.
Even though the scene view allows you to look around by placing a camera. The MainCamera needs to be coded in order to work.
The camera code here: http://mountainpath.ch/cmsimplexh/index.php?Unity-3D/Create-a-3D-model-viewer-with-Unity-3D
Got this thing to work as expected.

Why my scene is different than my game? I should be able to see my player and map but I don't

I'm trying to learn Unity making a base map with a player.
Yesterday, when I was pressing the play button I was able to test the game correctly, but today it stopped working, and as far as I know/remember I didn't change anything...
This is what I can see in game tab:
How can I show in game tab what I see in scene? I mean the map and the player. I can only see the Canvas right now...
I don't know how, Z value in MainCamera got reset:
After setting back to -10 it worked again

Minimising the shaking or jumpiness of AR video when played over marker image using Vuforia in Unity3D

I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!

OVRCameraRig not displaying both camera eyes in Unity player?

Unity 5.5.2f1
I'm trying to get started with making an Oculus app, following the instructions here, modifying a very simple scene I made. However, when I disable the MainCamera and drag in the OVRCameraRig, and run it in the Editor, I still only see a single frame, not these multiple eye views like in the picture. Player settings have "VR Supported" selected. Do I have something not set up right with the app? Or is the tutorial out of date or something?

Pause/Freeze a scene with a trackable active in vuforia unity 3d

I am developing an app with vuforia Cloud Recos. I want to add the feature of allowing the user to pause the page so she does not have to keep pointing the device on the target to view the trackable. This is pretty useful when I want to show texts. Is there anyway to achieve that on Unity3D ? A good example is Microsoft's Here City Lens app which includes a button to pause the page as the screenshot shows;
You could take a screenshot of the screen and apply it to an Image UI object. That is if you do not need the camera feed anymore.
If you need interaction with the elements, I would only take a screenshot of the camera feed without items. Get AR camera transform, apply it to a new camera, disable AR camera.Then apply the screenshot to a background plane covering the whole screen. Keep items on as well and they do not listen to Vuforia anymore. You are pretty much recreating a basic Unity scene. The items should not be moving with Vuforia, the camera is. So they are still in the middle and you need to know where was the camera when you took the shot. Your scene is complete