Here is additional information which relates to this topic in my opinion:
Unity Best Practice topic
https://learn.unity.com/tutorial/vr-best-practice#5c7f8528edbc2a002053b450
Cameras
There are several best practices to keep in mind when working with cameras in VR.
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The camera’s orientation and position (for platforms supporting 6 degrees of freedom) should always respond to the user’s motion, no matter which of camera viewpoint is used. -
Actions that affect camera movement without user interaction can lead to simulation sickness. Avoid using camera effects similar to “Walking Bob” commonly found in first-person shooter games, camera zoom effects, camera shake events, and cinematic cameras.
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MSFS is breaking the VR golden rule: don't move the camera, the user is
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Unity obtains the stereo projection matrices from the VR SDKs directly. Overriding the field of view manually is not allowed. -
Depth of field or motion blur post-process effects affect a user’s sight and often lead to simulation sickness. -
Moving or rotating the horizon line or other large components of the environment can affect the user’s sense of stability and should be avoided.
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[BUG] FS2020 using 3D cockpit camera in VR - wrong horizontal plane rotation (ex: FBW A320, SALTY 747, ASOBO 787, SDK SAMPLE)
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Set the near clip plane of the first-person camera(s) to the minimal acceptable value for correct rendering of objects. Set your far clip plane to a value that optimizes frustum culling. -
When using Canvas, favor World Space render mode over Screen Space render modes, as it very difficult for a user to focus on Screen Space UI.
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Dominant eye and mouse cursor position
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NB: with SU5 the mouse cursor is now following the 3D polygons and this is working good for cockpit interactions, however the “dominent eye” is still a problem with popup panels. There is not any better solution for this problem in my opinion but at least rendering the mouse in 3D space farther away when not hitting any polygon, instead of rendering the cursor up close, would help a lot.