NokiMo
Rose
Rose

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Lake ultrawide and wider solution

Unity is known for its good defaults and so the immediate obstacle in Lake was the presence of black bars at the cutscenes which the developers "unfortunately had to add".

I found and modified the related code and was in the middle of publishing the solution when a quick additional check revealed that the FOV was also off (as seen in the last screenshots here).

After some further research over the next hours, I found the culprit.

To add to some of the funny field names used by the devs ("blackBarCamera.enabled"!), I discovered that the FOV calculation was quite nonsensical.

The game uses the vertical FOV of a scene, has Unity convert it to horizontal based on 16:9, then back to vertical based on the current aspect ratio, then uses the median value between the old and new as the new vertical FOV. That means the outcome is not fully vert- but also not fully hor+ either. How would anybody explain it?

Why do that when you can just stick to vertical? That is exactly what my patcher achieves!

Lake ultrawide and wider solution Lake ultrawide and wider solution Lake ultrawide and wider solution Lake ultrawide and wider solution Lake ultrawide and wider solution Lake ultrawide and wider solution Lake ultrawide and wider solution

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