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How do I make ARCamera fill your entire view? (Cardboard v2)

April 27, 2017 - 8:39pm #1

Hi,

I followed Technique #1 of Integrating Cardboard to the AR/VR Sample in Unity 5.6, but the camera display doesn't fill up the cardboard viewer. It's very difficult to achieve immersion with the sharp black edges around a rectangular window, is there a correct way to scale it up to fill the user's entire view?  

I tried Generic Cardboard (Vuforia) and a different set of parameters for the Cardboard v2 that I found online (see attached).

 

 

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Image icon configurationparameters.PNG21.24 KB

How do I make ARCamera fill your entire view? (Cardboard v2)

May 8, 2017 - 12:10pm #6

The smaller viewports in the AR mode are normal compared to the larger viewports of VR since the real physical device camera has a small FOV than what the pure 3D VR mode can display.

How do I make ARCamera fill your entire view? (Cardboard v2)

May 6, 2017 - 3:19pm #5

Google Pixel XL

How do I make ARCamera fill your entire view? (Cardboard v2)

May 5, 2017 - 3:11pm #4

Hello,

Thank you. The picture is helpful for my understanding.

What is the device model you're running this upon?

Thanks.

How do I make ARCamera fill your entire view? (Cardboard v2)

May 4, 2017 - 12:35pm #3

Sorry, I thought my explanation was fairly clear.  Here's a screenshot from the phone.  What I would like is to reduce the black margin so the user doesn't see it when viewing through the cardboard.

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Image icon Screenshot_20170504-152713.png1.27 MB

How do I make ARCamera fill your entire view? (Cardboard v2)

May 1, 2017 - 2:33pm #2

Hello,

I'm having difficulties understanding the issue you're facing. Can you provide a screen capture of "camera display doesn't fill up the cardboard viewer"?

To be clear, VR rendering differs from monoculuar AR in that the stereo rendering has to be distorted in order to be stereoscopic when looking through the viewer. I'm wondering if this is the issue you're referring to.

Thanks.

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