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cjdavies
12 years agoHonored Guest
Separate head (camera) & body (movement) directions?
The default behavior of the OVRPlayerController prefab is that rotating the head rotates the entire body, such that forwards movement is always in the direction that you are looking. In other words, you can't walk in one direction whilst looking in another (eg walking down a coridor whilst looking through the doors on either side).
How can I separate head direction & body direction? I'm sure some of the demos I've played have it set like this & I find it far more intuitive.
How can I separate head direction & body direction? I'm sure some of the demos I've played have it set like this & I find it far more intuitive.
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- CaliberMengskExplorerIt may be easier then you think.
Create an game object that you want as your controller, like you normally would. So a capsule, cube, sphere, whatever. Put your mouse control script on there. Then add in the OVR Camera (not the controller) and make it a child of that game object. And your done!
Ok... not quite that instantly done, you need to make the entire mouse control system. But the head should move independently and "should" rotate based on the base game object's rotation as center, and still be able to look around.
You can also add an extra bit of an empty game object that sits below the OVRCamera a little bit to be the base of the neck, and use some of the OVR commands to get the x rotation, and apply a slower rotation to the "neck" game object. This will make it so when you look down, the camera leans forward and backward slightly, so you feel in the world a little more.
O-o did that all make sense?
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