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Zephemus's avatar
Zephemus
Honored Guest
12 years ago

Oculus camera bug in networked multiplayer game.

Hello everyone,

I'm currently working on finishing up my graduating project. I'm developing a multiplayer centric 3rd person shooter in Unity 4 (w/ the pro trial) with Rift spectator cam.

The players will be able to play the game with a traditional 3rd person, over the shoulder, camera, while the spectators will be using the Rift to travel around and look at the game.

I have the basics of the entire game working, but the one major bug occurring when the Rift controller is instantiated in the game with the other players is that all of the players are given a bizarre Rift camera along with their model. Needless to say that this makes playing the game from their standpoint impossible.

If anyone's encountered a problem like this before; What am I doing wrong?


Thanks.

1 Reply

  • obzen's avatar
    obzen
    Expert Protege
    There are plenty of opportunities to get the camera stuff wrong.

    #1 - Your matrix multiplication order is wrong.
    #2 - your matrix alignment is wrong (row-major / column-major).
    #3 - your yaw-pitch-roll -> matrix is wrong (degrees instead of radians, YPR instead of PYR, ...).
    #4 - your coordinate system is wrong (e.g. 'Z' is up, instead of 'Y').
    #5 - your winding order is wrong (right-handed vs left-handed coord system).