title: Making my Unity Game with Stereoscopic View (VR)
body: <p>I have built a Unity3D + Google Tango based game on the NVidia Dev. device. Everything seems to work fine, but now I would like to play this game in stereoscopic view (For Dive Goggles). I looked at the ExperimentalVirtualReality example (<a href="https://github.com/googlesamples/tango-examples-unity/tree/master/UnityExamples/Assets/TangoExamples/ExperimentalVirtualReality" rel="nofollow">https://github.com/googlesamples/tango-examples-unity/tree/master/UnityExamples/Assets/TangoExamples/ExperimentalVirtualReality</a>) and was successfully able to port all the prefabs into my game, but for some reason the experience is not satisfactory. </p>
  
  <p>The stereoscopic view of my game tends to over lap with each other when I look through the Dive goggles. The experience is a quite off. </p>
  
  <p>I noticed that there are some public parameters on the TangoVR Player Object in Unity Project for 'IPD in MM', 'Screen Width in MM', 'Eye Offset in MM', etc. Do I have to play around with any of these. What does these values even represent?</p>
  
  <p>Any help or pointers will be greatly helpful and appreciated. </p>