Forum Discussion
Curtis
12 years agoExplorer
Jittery Camera on collision with rigidbodies
Hello, I have come across another odd bug. When my character collides with certain rigidbodies (it seems most likely to happen if the rigidbody is pushing my avatar, then if my avatar is pushing into the other rigidbody. But it still happens then, just not as much.) my OVR camera controller goes all jittery.
So far the only solution i have found is to quickly disable/enable the OVRCameraController script (works both in editor, and in script) which is probably not a great long term solution.
It only seems to jitter the y rotation.
I am not sure what is up with this, i have tried with regular cameras, and there is zero jitter.
Anyone else come across this?
Thanks
So far the only solution i have found is to quickly disable/enable the OVRCameraController script (works both in editor, and in script) which is probably not a great long term solution.
It only seems to jitter the y rotation.
I am not sure what is up with this, i have tried with regular cameras, and there is zero jitter.
Anyone else come across this?
Thanks
4 Replies
Replies have been turned off for this discussion
- CurtisExplorerFixed the problem. I am using the new first person controller from unitys latest sample assets pack as the basis of my own controller, which doesn't freeze y rotation by default . When you freeze the y rotation everything seems to work fine. Makes me wonder why the y rotation wasn't frozen in the first place.
So if you are using the new first person controller from unity, lock the y rotation ;) - vrdavebOculus StaffGlad you got it working, Curtis. Did you try using the OVRPlayerController? I wouldn't expect the issue to occur there.
- sh0v0rProtege
"Curtis" wrote:
Fixed the problem. I am using the new first person controller from unitys latest sample assets pack as the basis of my own controller, which doesn't freeze y rotation by default . When you freeze the y rotation everything seems to work fine. Makes me wonder why the y rotation wasn't frozen in the first place.
So if you are using the new first person controller from unity, lock the y rotation ;)
Have you tried using interpolation on the rigid body, there is a dropdown list on the Rigidbody component. - CurtisExplorer@vrdaveb
Thanks, I decided to go with the new unity controller because of the rigidbody support, and I had used their controllers before so I was a bit more familiar with them. But I will definitely keep the oculus player controller in mind if I run into any issues, or if I need to compare behavior.
@sh0v0r
I tried using the controller with interpolation/extrapolation on and oh man, it is just brutal. Kind of goes from a jitter to a strobe, I would avoid that at all costs.
I've been working all day, doing things that would normal trigger the jitter, and so far so good, no jitter whatsoever. Still not sure if locking y rotation is the best solution, but it works great so far.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 9 months ago
- 7 months ago