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    Immersive Manager Settings

    The Immersive Manager Settings apply to the current scene. Immersive Manager Settings can be edited by selecting the Immersive Manager GameObject.

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    Camera Settings

    Camera Settings contains the following

    • Aspect Ratio Type
      • Whether the Camera Aspect Ratio should be Fixed, Dynamic or FixedWithDynamicFloor.
      • In most cases leave this as Fixed.
      • See Aspect Ratios for further information.
    • Standard Camera Aspect Ratio
      • The Rendered Aspect Ratio of a Standard Surface. Wide Surfaces will Render at twice the width of the Standard Aspect Ratio.
      • 16x10, 16x9, 4x3
      • In most cases 16x10 is recommended as it will scaled best to rooms of all size.
      • See Aspect Ratios for further information.
    • Custom Aspect Ratios
      • These allow you to overwrite the Standard Camera Aspect Ratio for specific surfaces.
      • This can be used when you are building for one specific Immersive Space and you know the exact dimensions of the space.
      • WARNING: This will prevent experiences from scaling well to other Immersive Spaces.
      • See Aspect Ratios for further information.
    • Camera Near Clip Plane
      • Sets the Near Clip Plane of all Rendering Cameras.
      • Unity Camera Documentation
    • Camera Far Clip Plane
      • Sets the Far Clip Plane of all Rendering Cameras.
      • Unity Camera Documentation
    • Initial Camera Group Position
      • Initial centre position of the Rendering Cameras.
    • Camera Type
      • 3D or 2D Camera Setup.
      • 2D uses an orthographic projection, which means that objects at different distances from the camera appear the same size on the screen.
      • 3D uses a perspective projection, which simulates the way that objects appear to the human eye.

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    Audio Settings

    • Audio Mixer Output Group
      • Define an Audio Mixed Group which will be used to output Audio from Immersive Camera Managers Play Audio Methods.
      • See Audio Mixer Controller for further information.

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    2D Specific

    Settings Specific to 2D Camera Type:

    • Content Area Guide Type
      • The Content Area Guide (CAG) Type will determine how cameras are positioned in different layouts.
      • There are two CAG types, Interior (CAG-I) and Exterior (CAG-E).
      • In most circumstances leave it as Exterior.
      • See Content Area Guide (CAG) for further information.
    • Orthographic Height
      • Determines the Height of the camera's view in world units.
      • Cameras will automatically scale and position when this is altered.

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    3D Specific

    Settings Specific to 3D Camera Type:

    • Camera Scaling Mode
      • Fixed Horizontal FOV or Fixed Vertical FOV.
      • Determines how camera should be laid out and their Field Of Views.
      • Fixed Horizontal FOV treats all surfaces with the same priority.
      • Fixed Vertical FOV prioritised the Centre Surface.
      • In Standard Layout both options have same results.
      • In most circumstances it is recommended to use Fixed Horizontal FOV
      • See 3D Camera Scaling for further information.
    • Floor Camera Type
      • Whether the Floor should be rendered with Perspective Projection, aligning with the centre and side walls, or Orthographic.
      • AKA 3D or 2D.
    • Floor Offset Type
      • See Floor Offset.
    • Floor Orthographic Height
      • The vertical size of the floor Camera in Unity units if it is Orthographic.
    • Initial Camera Group Rotation
      • The Initial Rotation or the Rendering Camera Group.
      • The Centre Camera will face forward and all others will be offset from that.

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    Input Handling

    Allows us to enable or disable Area or Point Touch for each surface individually.

    • Point Touch
      • Single location touches which get treated like a tap or a click.
      • This is the default input type.
    • Area Touch
      • This uses the entire area that the user touches.
      • Phyics Colliders are generated around this shape which allows sensory styles interactions.
      • eg. Snowflakes landing on the users arm.
      • This can be used with RigidBodys and Particle Systems.

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    Add Camera Configurators

    Camera Configurators allow you to further modify the settings the Rendering Cameras. Set Camera Configurators for more information.

    For ease of use a dropdown is provided that will show you all available Camera Configurators in your project and allow you to add or remove them with a click.

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