/// <summary>
    /// Configures the camera.
    /// </summary>
    /// <returns><c>true</c>, if camera was configured, <c>false</c> otherwise.</returns>
    /// <param name="camera">Camera.</param>
    /// <param name="eyePositionOffset">Eye position offset.</param>
    void ConfigureCamera(Camera camera, float eyePositionOffset)
    {
        OVRCamera cam = camera.GetComponent <OVRCamera>();

        // Always set  camera fov and aspect ratio
        camera.fieldOfView = VerticalFOV;
        camera.aspect      = AspectRatio;

        // Background color
        camera.backgroundColor = BackgroundColor;

        // Clip Planes
        camera.nearClipPlane = NearClipPlane;
        camera.farClipPlane  = FarClipPlane;

#if OVR_USE_PROJ_MATRIX
        // Projection Matrix
        Matrix4x4 camMat = Matrix4x4.identity;
        OVRDevice.GetCameraProjection(cam.EyeId, NearClipPlane, FarClipPlane, ref camMat);
        camera.projectionMatrix = camMat;
        OVR_ForceSymmetricProj(false);
#else
        OVR_ForceSymmetricProj(true);
#endif

        // Set camera variables that pertain to the neck and eye position
        // NOTE: We will want to add a scale vlue here in the event that the player
        // grows or shrinks in the world. This keeps head modelling behaviour
        // accurate
        cam.NeckPosition = NeckPosition;
        cam.EyePosition  = new Vector3(eyePositionOffset, 0f, 0f);
    }