Forum Discussion
arg92
12 years agoHonored Guest
OVRCameraController floatiness when parent moves
I'm working on fixing a few theme park ride experiences where the camera seems to displace a bit from the ride (especially when going upside down).
I swapped out the OVR camera for just a normal one first, and everything works fine. The camera stays in place and nothing clips. When using the OVRCameraController though, the camera tends to "float" around a bit and start clipping through the ride and the seat next to it.
Has anybody else encountered this problem?
I swapped out the OVR camera for just a normal one first, and everything works fine. The camera stays in place and nothing clips. When using the OVRCameraController though, the camera tends to "float" around a bit and start clipping through the ride and the seat next to it.
Has anybody else encountered this problem?
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- arg92Honored GuestQuick fix that I still don't understand. The rides that were causing the Camera to act weird all went upside down at some point or had lots of rotation. For some reason, this would cause the left camera to have its transform properties changed, but not the right.
I placed a placeholder gameobject right in front of the camera for Follow Orientation, and then set the Depth of the left camera to 0 instead of 1. Changing that stopped the left camera from floating around. - cyberealityGrand ChampionCan you attach a really simple project that shows the issue? I can take a look for you.
- arg92Honored GuestOkay, I made two scenes. Working has my solution, and you can easily break it by just flipping the depth on the left camera back to 1 while its running. NotWorking shows the original problem where the camera would begin to "orbit" around while the ride flips.
Smallest I can seem to cut the project down to while zipped is 8.5 MB. Its just too big to attach here.
Any other way I can get this to you?
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