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kalisclark's avatar
kalisclark
Honored Guest
12 years ago

Camera Controller in unity skewing 3d character

Hi guys!

Has anyone come across a situation where attaching the oculus camera controller to a 3d model, skews it beyond recognition in unity?

I am not sure why or even how it does this and I have looked around and nobody seems to have come across this.

Maybe someone here can advise?

3 Replies

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  • The first thing that comes to mind is a scaling issue. Sometimes when you parent/child objects, scaling will go weird and things will look skewed. For instance, I was working on small project that involved bows and arrows, and when the arrows would hit a surface, the surface would become the arrows parent (think an arrow stuck in a wall).

    After the arrow became the child of some surfaces/meshes, the arrow would look skewed and it had something to do with scaling. I fixed it eventually, but I can't remember how at the moment... sorry about that. But I don't remember it being too big of a deal to sort out.

    I would suggest you look into scaling, that sounds like the culprit to me. Hope that helps, good luck!

    P.S. I didn't check these links out thoroughly, but I imagine you might find some answers here:

    http://forum.unity3d.com/threads/how-to-scale-child-object-independent-of-parent.174289/
    http://answers.unity3d.com/questions/375221/do-not-inherit-scale-from-parent-object.html
    http://answers.unity3d.com/questions/147816/how-to-avoid-scaling-heritage-when-parenting.html
  • I usually have the camera controller attatched to a player controller (i use the Oculus Unity Integration prefab player controller) and parent 3d models under either the player controller or the camera controller. That works pretty well for me. Is there any reason why you have to attach the camera controller to the model?
  • Wow Thanks guys!

    You were absolutely Curtis it was a scaling issue and I also detached it from the 3dModel and it is all working great now. Thank you both for the rapid response. :D