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GanarPartyRed's avatar
GanarPartyRed
Honored Guest
8 years ago

Oculus go inverts controls unexpectedly in unity!

hi im using camera.main.transform.rotation, in debug mode the values dont change and everything is fine, but when i press the turn off button to stand by the oculus the axis invert and the values are still the same, when i look to the left i move to the right and that not correct, i have to restart the oculus go to solve it, anyone knows why this happens?

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  • this is me but in other account, well first i printed the camera.main,rotation.y in a ui text, it showed -1 to 0 to 1, and when the axis switch the values are 1 to 0 to -1 when i look from left to right, and the controls invert, and now im using unityengine.XR library but is the same, sometimes like 20 % of the time with both of my oculus the axis invert signs, i cant in the editor because its oculus go, but when i try it with the keyboard everything is ok.

    the second cuestion, when i press one time the power button, to put the oculus is stand by, the axis invert, then i have to restart the oculus to fix this

    third question, the oculus go axis go back to normal when i shutdown the oculus and powered up again, the axis go back to normal from 1.....0.....-1 to -1......0......1

    this is the code i use for moving to the left, when the y axis invert the player moves to he right:

            Quaternion angles = InputTracking.GetLocalRotation(XRNode.CenterEye);

    //left
    if (angles.y < -0.1f){
    //izq and der value is 0f to 5f but its the same if i put a constant like 0.5f
                    transform.position = new Vector3(transform.position.x - izq, transform.position.y, transform.position.z);
    }


    //right

     if (angles.y > 0.1f){
    //izq and der value is 0f to 5f but its the same if i put a constant like 0.5f
                    transform.position = new Vector3(transform.position.x + der, transform.position.y, transform.position.z);
    }

    thank you