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sfbaystudios
11 years agoHonored Guest
VR Cinema: Problems moving camera from shot to shot
Hello! I'm just playing around with the idea of making a short little movie, and I'd like to see what the Oculus Rift looks like in a more class shot-based setup. Viewer can still look around, but the shots will cut or fade out/in to the focus I want them to look at.
However, using Unity, I'm having a heck of a time.
Method 1: Have preset empty game objects with the position/rotation I'd like the camera to be at. Unfortunately the position works, but the rotation is ignored by the OVR controller object.
Method 2: Have a bunch of OVR Camera Objects, one for each shot, and activate/deactivate as needed. Unfortunately for this, when a previously used (and deactivated) camera object is reactivated, the shot no longer updates and head tracking is lost. In the scene view I can see the cameras activating and deactivating, but in the game view it seems frozen. No error is reported.
I'm sure I'm not the first to try this. Has anyone else found a good solution to pre-setting composed shot positions?
Thanks!
However, using Unity, I'm having a heck of a time.
Method 1: Have preset empty game objects with the position/rotation I'd like the camera to be at. Unfortunately the position works, but the rotation is ignored by the OVR controller object.
Method 2: Have a bunch of OVR Camera Objects, one for each shot, and activate/deactivate as needed. Unfortunately for this, when a previously used (and deactivated) camera object is reactivated, the shot no longer updates and head tracking is lost. In the scene view I can see the cameras activating and deactivating, but in the game view it seems frozen. No error is reported.
I'm sure I'm not the first to try this. Has anyone else found a good solution to pre-setting composed shot positions?
Thanks!
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