Unity5 Stereo Perspective Camera Issue

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asked Oct 10, 2016 by jamaalsd (15 points)

I am converting a game that we have previously built for use with the zSpace.

I have disabled tracking and am simply trying to get the stereo effect up and running. However, the FOV and perspective are off from what they are with the original camera despite the settings being the same in Unity as far as placement and rotation and the camera settings.

Original View:

With zSpace Stereo:

can someone please tell me what is going on, and if there is a simple method for adjusting the FOV or whatever parameter needs to be set to match the views?

commented Dec 13, 2016 by dtwilleagerinfinitez-com (275 points)
Hi Jamaal,

I responded to your question through a different forum a while ago, but I wanted to copy the answer here so more people could see it.

If you haven't done so yet, please read the Getting Started and Unity 3D
Programming documents in the documentation section of our developer
website.  They will give you important background information on how
zSpace and the virtual camera systems work.

The short answer to your question is that in zSpace the field of view is
constantly changing based upon your head position and the geometry
of the display (including its current angle).  So, there is no fixed
field of view.

When head tracking is turned off, the camera offset vector defines the
position of the virtual camera as it relates to the display geometry.  So,
you can use the camera offset vector to calculate the field of view when
head tracking is turned off.

Another useful tool to visualize what is going on is to turn on the debug
visualizations that are available in the properties editor of the zCore plugin
object.  They will show you the display position, the glasses, and other
zSpace objects in real time, so you can see the geometries.