If you want to have horizontal fiels of view instead of vertical you need this formula: camera.fieldOfView = horizontalFieldOfView * (16f/9f) / ((float)camera.pixelWidth / camera.pixelHeight);

OpticEye

I figured out something quite similar on my own, but it took me some researching on Wikipedia about trigonometry, because I haven’t really use trig for a decade. However, I didn’t know about camera.aspect, so thanks for pointing me to that!

The customs documents obtained by the BBC suggest that Rama Group made two shipments to Moscow of high-end optics that can be used in missiles, tanks and aircraft.

I figured out something quite similar on my own, but it took me some researching on Wikipedia about trigonometry, because I haven’t really use trig for a decade. However, I didn’t know about camera.aspect, so thanks for pointing me to that!

OpticDefinition

If anyone finds this useful, created an solution that keeps the horizontal FOV if device orientation changes to portrait. Just slap on your camera and define the aspect ratio where it starts keeping stuff horizontally visible. IE: You like how your fov horizontally looks at 16:9, just use the default HFovOnAspect of 1.777. Job done.

Sorry, I don’t know how to calculate this. Simply multiplying the aspect ratio by Camera.fieldOfView doesn’t do the trick.

OpTicGaming Valorant

I think the Report Bug app has an option on the pop-up to send a feature request. UT are more likely to take notice of requests sent like this than Wish List posts, so they say.

For anyone interested, I wrote a script that you can attach to a gameObject with a camera and it will log the horizontal FOV whenever it is updated. I used Jessy’s formula which seems pretty accurate.

“To mask the true levels of gas emissions and create a misleading optic, defendant deliberately avoided testing during the periods of peak emission.”

Found this thread really useful when I wanted to find a way to fix the horizontal field of view regardless of the aspect ratio of the camera. Here’s the code by way of thanks. Just drop it onto your camera and set your fixed horizontal FOV.

The nature of optics, or how the eye sees as light’s conduit, is the focus of an altarpiece fragment by Giotto from the San Diego Museum of Art.

OpTicGaming

"Bradley was blind because he shook him that hard, he snapped his optic nerve and he had a can of Coke’s worth of blood between his brain and his skull," Bradley's mum, Sharon Boocock, said.

You’d think that this would be included for convenience, in the API, if something as simple as camera.aspect is. How should I suggest this to UT?

You’d think that this would be included for convenience, in the API, if something as simple as camera.aspect is. How should I suggest this to UT?

You’d think that this would be included for convenience, in the API, if something as simple as camera.aspect is. How should I suggest this to UT?