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viewport's avatar
viewport
Protege
11 years ago

I really miss a very simple function.

Put on this way,

There is a number of situation like 3d point cloud spaces, 360 stereoscopic panoramas, camera projection textures on 3d meshes, etc. where you need a camera on the center of the space all the time, without camera tracking or even "head model". All you need is a pivot on the center of the two cameras, but not in the base of the neck.

There is a solution for this problem but is just nasty.
Linking the word with CenterEyeAnchor with this scrip
function LateUpdate () {
var rotation = Quaternion.LookRotation(Vector3.up , Vector3.forward);
transform.rotation = rotation;
}

It used to be a solution on previows SDK, but it has been removed.
You can see my App here in Oculus Share "Viewport VR Panoramic Experience" to give you an example
Please Oculus consider to put it back, it is an important fucntion, even for GearVR.

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  • At the top of OVRCameraRig.cs, class add:

    public bool disablePosition = false;


    At the bottom of UpdateAnchors() add:

    if (disablePosition) {
    leftEyeAnchor.localPosition -= centerEyeAnchor.localPosition;
    rightEyeAnchor.localPosition -= centerEyeAnchor.localPosition;
    }