In the aftermath of the Unity backlash, what if the engine's days are numbered? If so, the opportunity must be seized before my Unity knowledge is obsolete! So here I am, offering another fix for a Unity game.
In the old days of before I told you I had drastically leveled up my understanding of the engine, I don't know if I would be able to solve this issue of field of view reduction. If I were unable to find the relevant developer code, at best I probably would have targeted it on the engine level and changed the scaling by erasing the unwanted behaviors. That would increase the FOV too much, as this free-to-play game originally for mobile devices doesn't have 16:9 set as its scaling reference.
However, knowing what I know now, it didn't take long to find the game elements responsible for the FOV reduction and then code in an override to recalculate based on the current aspect ratio with 16:9 as the reference. Even the presence of what looked like unrendered logograms as function names didn't stop me!
The game is probably not the kind I'd play, so I ran around for a bit to test the fix, then the majority of the testing was done by Denka, who is the one behind the request for this fix. Denka encountered all kinds of scenes and reported back, which even helped me tackle an FOV issue before the public release. "Everything works perfect" was one of their last messages. I'll take that!