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robertsonce
10 years agoExplorer
Use mouse to control Oculus scene -- problems with Y axis
Hey guys,
Here's my question: How do I use the mouse to all directions from a first person perspective, and display the product in the Oculus? Would really appreciate any new tips!
Details:
Before clicking "virtual reality supported", the first person character in my scene can look up/down/right/and left using the mouse or joystick. After turning on VR support (with an Oculus DK2 plugged in), I can only look left or right in the scene using the mouse. I've lost control of rotation along the y-axis (looking up and down). Critically, I can still look all directions using the Oculus.
This is, of course, unconventional. It's for the purpose of a neuroscience experiment (need to be able to separately manipulate the visual / motor input in the VR scene).
My system details: Windows 10, Unity 5.4.4p1, Oculus DK2, Runtime 0.8 (same problem with 1.3)
Thanks for any help!
14 Replies
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- robertsonceExplorerBTW, I'm not building this -- everything I've described takes place when the editor is playing.
- MikeFTrusteetry just skipping the OVR rig all together. Make sure vr is enabled in the player settings, create a normal camera and place it as the child GO of the object with your mouse look script.
- robertsonceExplorerThank you all for your help!! I have finally fixed it. Frankly not sure whether it was a clean install (and reversion back to Unity 5.2.1.p2 + Oculus Utilities 012 beta + runtime 0.7) or adding the "simple mouse rotator" script as a component to the GameObject parent (with OVRCameraRig as a child). But it works. Screenshot of the final product attached for reference.
This does, in fact, feel horribly nauseating.
Thank you all again! - robertsonceExplorerLast update. All is working with the following: Unity 5.3.5f1, Utilities v.1.3.2, OVR 1.3.2, SDK 1.4.0, Windows 10.
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