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On correction of display size in VR
We are developing applications using Unity 2017.1.0p4 and Google VR SDK (Cardboard / Daydream). The following processing is performed to scales so that the size displayed on the screen always becomes constant even when the UI moves.
float scale = 1.0 f + (distance - baseDistance) / baseDistance;
transform.localScale = new Vector 3 (scale, scale, scale);
In non-VR mode, the size displayed on the screen is always constant regardless of the distance, It does not work in VR mode. (The size displayed decreases as you approach the camera)
Attempts were also made to correct the value due to the difference between the positions of the left eye and the right eye, but the results hardly changed.
Can I always make it look the same size regardless of distance in VR?
Answer by gs_tomo_ito · Sep 12, 2017 at 04:47 AM
The problem was solved.
It was caused by Camos' PositionalTracking being working. In the application, InputTracking.disablePositionalTracking is set to true, but it did not work as expected. I did not know the reason why InputTracking.disablePositionalTracking does not work as expected, but the problem was solved by initializing every frame Position with Update.
Thanks.
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