Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
viewport's avatar
viewport
Protege
11 years ago

Rotation Pivot


Hello Oculus Team, and thank you once again.

We are stuck with a simple function we were able to use before SDK 0.7 but now with the latest SDK is not longer working.
All we are trying to do is rotate the cameras (single camera in 0.7) from a pivot located in between the left and right eye.

We used to link the world to the center of the cameras with the following Script in Java or C#. But now, LateUpdate seems is not longer working. Now the linked object is slightly delayed.

function LateUpdate () {
var rotation = Quaternion.LookRotation(Vector3.up , Vector3.forward);
transform.rotation = rotation;
}


There is a number of situation that require no positional tracking and no neck model, such as VR Stereoscopical panorama photography and videos, 3d point clouds scanned spaces from a single spot, etc.
Please take a look our application we are trying to update in oculus Share.
https://share.oculus.com/app/viewport-point-to-point-experience

6 Replies

Replies have been turned off for this discussion
  • "cybereality" wrote:
    Which version of Unity are you using and which integration?


    Thank you Cyber for your fast response.
    We are currently trying to update to SDK 0.7 / Oculus Utilites 0.1.0
    Unity version 5.1.2f1
    Windows 10
  • As a workaround you can implement an OVRCameraRig.UpdatedAnchors callback that restores the original world position of the center eye anchor each frame. At least that's what I've been told, I haven't been able to get it to work myself (maybe I'll give it another try later).
  • Thank you Cyber, Ill follow your workaround and keep you update.
    Cheers!
  • Success! Thank you Cyber.
    If you have a chance to talk about this simple and useful feature for further releases would be great.
  • @viewport & @cybereality - Can you please share how you went about achieving this removal of the neck model? I too am doing some exploration in this space and, since I am not using the positional tracking, was able to remove the model with SDK's prior to 0.7.

    It would be great in future iterations of the SDK to expose the "Use Positional Tracking" toggle in order to switch between models.