Created
July 8, 2013 20:16
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VERT- Field of view scaling for Unity3D cameras.
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using UnityEngine; | |
using System.Collections; | |
/** | |
* This class attempts to force VERT- Field of view scaling. | |
* By default, Unity uses the HOR+ technique. | |
* | |
* http://en.wikipedia.org/wiki/Field_of_view_in_video_games#Scaling_methods | |
*/ | |
[ExecuteInEditMode] | |
[RequireComponent (typeof(Camera))] | |
public class VertMinusCameraFOV : MonoBehaviour { | |
public float designTimeVerticalFieldOfView = 60; | |
public int designTimeWidth = 1280; | |
public int designTimeHeight = 720; | |
private float hFOVInRads; | |
private int prevWidth; | |
private int prevHeight; | |
void Start () { | |
prevWidth = designTimeWidth; | |
prevHeight = designTimeHeight; | |
float aspectRatio = (float) designTimeWidth / (float) designTimeHeight; | |
float vFOVInRads = designTimeVerticalFieldOfView * Mathf.Deg2Rad; | |
hFOVInRads = 2f * Mathf.Atan( Mathf.Tan(vFOVInRads/2f) * aspectRatio); | |
} | |
void Update () { | |
if (Screen.width != prevWidth || Screen.height != prevHeight) { | |
float aspectRatio = (float) Screen.width / (float) Screen.height; | |
float vFOVInRads = 2f * Mathf.Atan( Mathf.Tan(hFOVInRads/2f) / aspectRatio ); | |
Debug.Log("Screen resolution change. Recomputing aspect ratio (" + aspectRatio + ") and field of view (" + vFOVInRads*Mathf.Rad2Deg + ")"); | |
foreach (Camera cam in GameObject.FindObjectsOfType(typeof(Camera))) { | |
cam.fieldOfView = vFOVInRads * Mathf.Rad2Deg; | |
} | |
} | |
} | |
} |
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Thanks for this script! Exactly what I needed. Don't know why Unity doesn't support different FOVs in camera settings.