Messing with the customviewcone and fov settings

in HoloPlay.Capture, I had exposed HoloPlay.Capture.fov and HoloPlay.Capture.customViewCone by declaring them static, which allowed my other game control scripts to morph their values.

After playing around and getting some really neat emulations of ‘focal point’, and allowing MUCH more z space in the ‘shot’, I decided for myself that all things being considered, it’s best to trust the (tested) manufacturers settings on the values for those variables, and get around the z world space limitations of the Looking Glass with other smoke and mirror solutions, such as flattening all ‘far away’ elements along z, and extruding them as they approach the center of the ‘box’.

Good luck everyone!

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