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In-game units = real world units?

January 3, 2012 - 3:09pm #1

In an effort to have my virtual objects look like they belong in the real world, I'm looking for a way to have more accurate scale and perspective. Anybody know how many units in Unity is equal to a foot or meter? Or what fov is ideal for different iOS devices? Or does anybody know of a good way to achieve this?

Re: In-game units = real world units?

January 6, 2012 - 4:05pm #4

QCAR changes the camera.projectionMatrix property, using the near and far values set in the Inspector (but ignoring the FOV).

http://unity3d.com/support/documentation/ScriptReference/Camera-projectionMatrix.html

- Kim

Re: In-game units = real world units?

January 6, 2012 - 9:26am #3

Sorry, can you help clarify? I did a test, and it seems like QCAR is indeed modifying the FOV of the camera inside Unity that renders virtual content.. except when I do Debug.Log ("FOV: "+camera.fieldOfView) it gives me whatever I have in the inspector. I'm curious how QCAR can change the FOV of a Unity camera without Unity appearing to know it has been changed.

I guess that's fine and it probably won't cause any problems, though I'm still curious.

Re: In-game units = real world units?

January 4, 2012 - 7:06pm #2

I'm not sure about the scale in Unity, but note that QCAR overrides the camera projection matrix (and hence the FOV as well). The FOV is device-specific, depending on the camera hardware.

- Kim

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