Give us an interface to the main camera via the VRCGraphics class
interested
Kilerbomb
There are many camera settings that would be really nice to have access to after runtime. An interface could be provided for this via some proxy in the VRCGraphics class. (and maybe one for the hand camera as well!)
Ideally this proxy would contain everything the normal Camera class has that doesn't pose a security risk.
Some examples of very handy use cases for this:
- Change farclip dynamically to minimize perf overhead from unnecessarily drawing distant avatars/objects
- Safe access to culling masks for user-created layers to make a lot of common visibility tricks much easier
- Set depth texture to be generated without needing a shadow-casting dir light
- Get FOV to use for unique world mechanics
- Access to a lot of useful camera matrices like cameraToWorldMatrix, worldToCameraMatrix, projectionMatrix, etc...
- Access to stereo separation for more advanced world features
...and more I'm probably not thinking of!
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Here's a related request: https://feedback.vrchat.com/feature-requests/p/forced-camera-near-distance-udon-access
TheZiver
Faxyes
Smash-ter
I'd also include things into VRC.SDK3.Rendering for command buffer potential
CuteyDeer
we need yes
TheZiver
we need this >:(
Shiro K
As workaround for everyone which needs to know the vertical FOV:
This is useful when using multiple cameras in line and the cameras behind has to adjust their FOV according to the main camera (specially for desktop users which can change their FOV during runtime).
aurycat
I would really like something like this to get official access to the camera scale / stereo separation. I need the player's stereo separation for my UdonPortals prefab, which are Portal (the game) style portals that you can look & walk through. I have to make a dummy camera with the same stereo separation as the player's camera for it to look right in VR.
Right now there are a few tricks to get camera scale -- I use the AudioListener hack, where a gameobject with an AudioListener on it, for some reason, has its localScale always set to 1/camerascale . That works great for now, but its unofficial and I don't like relying on it. Having an official API would be great.
Reimajo
I need this to adjust the NearClipPlane to ensure objects are not fully blocking the view in a game I am working on. This should of course also override whatever the player has set.
__BT__
Large brain you have my vote
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_tau_
interested
Fairplex
With this it will be possible to add third party cameras without doubling draw call due to the main camera still rendering things
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