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PierreM
10 years agoHonored Guest
Unity 5.1 - Rotation behaviour of InputTracker
I'm quite new to Unity Oculus integration, I'm trying to write a simple Flying game with 5.1. I started the project with Unity 5.0 and Oculus Integration Plugs few days ago, now I've updated my unity ...
WmDriven
10 years agoHonored Guest
I don't fully understand your implementation, but I've done something similar that should work the same way in 5.1.
I put a rigidbody on the root object and made the PlayerController+Camera a child of that.
Then, in script, I just read the Anchor's localRotation and apply a percentage of that every frame to the root rigidbody, which would look something like:
I hope this helps.
I put a rigidbody on the root object and made the PlayerController+Camera a child of that.
Then, in script, I just read the Anchor's localRotation and apply a percentage of that every frame to the root rigidbody, which would look something like:
transform.localRotation *= positionalTracker.localRotation * 0.1f;
I hope this helps.
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