microsoft / MixedRealityToolkit-Unity

This repository is for the legacy Mixed Reality Toolkit (MRTK) v2. For the latest version of the MRTK please visit https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity
https://aka.ms/mrtkdocs
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In-editor FoV indicator #7076

Closed cre8ivepark closed 9 months ago

cre8ivepark commented 4 years ago

Describe the problem

Design & layout is a big challenge in the editor since there is no way to figure out if an element is in a certain range around FoV until build & deploy to the device. It would be great to have a visual indicator that can communicate the FoV of devices such as HoloLens 2.

Describe the solution you'd like

Visual outline box or actual viewport size in the editor that matches the actual FoV of the target device.

cellarmation commented 4 years ago

I am in the progress of migrating a project from the original HTK, and I am missing in the in editor configuration of the camera FoV to match the target hardware. This made it a lot easier to check if the size and distance of was right for the device without having to deploy to the emulator or hardware. At the moment I am just having to edit the Field of View slider on the Main Camera on launch whenever I want to check sizing.

Some kind of viewport visualisation would be nice, but I would be happy with just a HTK style automatic configuration of the FoV in the editor to match the value that the hardware is expected to set. Given the new profile could a "Assumed FoV" or "FoV in Editor" field be added Camera Display Settings section?

FovProfileSetting

The default profiles that are for specific devices (like DefaultHoloLens1ConfigurationProfile and DefaultHololens2ConfigurationProfile) could be preconfigured with the values, and the other generic profiles could just stick with the Unity default FoV of 60.

tank-t-bird commented 4 years ago

I upvote this feature, default FOVs per device in the Config files. In the meantime I set the FOV in the Main Camera once (it won't affect the actual FOV in the device on Build).

tank-t-bird commented 4 years ago

I also set the Gamer window to the appropriate resolution and save it as presets for each device.

cellarmation commented 4 years ago

I also set the Gamer window to the appropriate resolution and save it as presets for each device.

I have been doing that too. It would be really nice if there was a resolution in the config profile as well so the user could get this automatically setup and selected. I don't know if the game view setting is controllable programmatically or not though.

Edit: Looks like it is possible :-)

IssueSyncBot commented 9 months ago

We appreciate your feedback and thank you for reporting this issue.

Microsoft Mixed Reality Toolkit version 2 (MRTK2) is currently in limited support. This means that Microsoft is only fixing high priority security issues. Unfortunately, this issue does not meet the necessary priority and will be closed. If you strongly feel that this issue deserves more attention, please open a new issue and explain why it is important.

Microsoft recommends that all new HoloLens 2 Unity applications use MRTK3 instead of MRTK2.

Please note that MRTK3 was released in August 2023. It features an all-new architecture for developing rich mixed reality experiences and has a minimum requirement of Unity 2021.3 LTS. For more information about MRTK3, please visit https://www.mixedrealitytoolkit.org.

Thank you for your continued support of the Mixed Reality Toolkit!