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And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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What's up with the distance/scale in Unity vs. HoloLens emu/device?
I have a really simple 3 cube test at 5 unit increments from the main camera. In Unity, it shows 3 cubes as expected. In the emulator/on device, the cubes appear way closer than I believe they should. It was my understanding that 1 unit in Unity equated to 1 meter in the pesky real world. Is this accurate?
I'm clearly missing something fundamental.
Here's my simple test project
https://1drv.ms/u/s!AnjdAnZZcu-GotcPOOXwwBxn6EYgWg
Screenshot attached
0
Best Answer
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OptionsDeckTwelve ✭✭Some others may have more specifics on scale, but here's a tip that'll make the transition from unity to emulator or device easier.
Set the FOV on your unity camera to 16, that'll give you the same viewable area as the HoloLens in the editor. No need to change it to deploy, HoloLens will take care of that for you. Helped me quite a bit with issues of "fit" with the real world.6
Answers
Set the FOV on your unity camera to 16, that'll give you the same viewable area as the HoloLens in the editor. No need to change it to deploy, HoloLens will take care of that for you. Helped me quite a bit with issues of "fit" with the real world.
Thanks @DeckTwelve -- that seems to help though feel likes a hack. Have you seen any documentation on what this FOV value should be?