Forum Discussion
craigsanto
9 years agoHonored Guest
Rotating the player's view?
Hey everyone,
I'm experimenting with VR, and I wanted to see what I could do by offsetting the player's worldview.
As a simple test, I created a plane and gave it a 10 degree x-rotation. I attempted to do the same to the OVRPlayerController and several of its child cameras/transforms/anchors. Unfortunately, on play, everything instantly "snaps back" to the proper headset orientation.
In other words, my question is: What's the best way to offset the input headset rotation by a constant (in this case, 10 in the x)?
Thank you for your time.
I'm experimenting with VR, and I wanted to see what I could do by offsetting the player's worldview.
As a simple test, I created a plane and gave it a 10 degree x-rotation. I attempted to do the same to the OVRPlayerController and several of its child cameras/transforms/anchors. Unfortunately, on play, everything instantly "snaps back" to the proper headset orientation.
In other words, my question is: What's the best way to offset the input headset rotation by a constant (in this case, 10 in the x)?
Thank you for your time.
3 Replies
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- vrdavebOculus StaffOnce the app is running, the local pose of the Camera becomes read-only. The best way to move it around is to make a parent GameObject and move that as needed. OVRCameraRig and OVRPlayerController both do it this way. See the "TrackingSpace" GameObject.
- craigsantoHonored GuestThank you for the reply! Please, forgive me, but I'm still quite new to this!
I tried creating an empty GameObject, setting its rotation to match that of the plane, and making the OVRPlayerController its child. It didn't seem like this had done anything, so I encased the plane in a box with walls too high to see the tops of to make sure I wasn't seeing things wrong.
Perhaps my approach has been wrong? I operated on the assumption that if I gave the player the same xz-rotation as the surface they were standing on, the surface would appear to be flat rather than tilted. Was this idea incorrect?
Thanks again! - vrdavebOculus StaffOVRPlayerController is based on Unity's character controller and it is mainly intended for walking around in a free-moving first-person setting. If you are trying to control the location of the camera, OVRCameraRig is probably the right utility to use. If you make that a child of another GameObject, or just set the pose of the OVRCameraRig itself, it should work the way you want.
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