Forum Discussion
boone188
12 years agoHonored Guest
Changing pitch/roll?
Has anyone had any luck changing the pitch and roll independent of the head tracking? It seems to be impossible. Always using the pitch / roll of the head tracker might work well for FPS's but not for everything. For instance, in an airplane game, if the plane does a barrel roll. With the current implementation, it's impossible to make the player do a barrel roll.
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- OlivierJTExplorerNo luck yet...
I am working on that too...
it is possible I know, I just don't know how yet.
If I find anything relevant I will post it here.
( I am trying to change FOV too...) - cyberealityGrand ChampionWe aren't actually supporting this currently with our implementation. If you want to try something like this you will have to edit the files a little to get it to work. One key function to look at is "applyHmdRotation()", which you could modify to add the orientation of another object (like your airplane or whatever). Hope that helps.
- boone188Honored GuestYeah I tried modifying everything possible, but alas it seems the pitch and roll of the view port can only be modified internally by the engine :cry:
- JoewaExplorerI haven't got my Rift and dicked around with this yet, but the traditionally correct way to make an airplane game in UDK would be to use the vehicle system, which, long story short, will end up having the player's camera rigidly attached to the vehicle (inside or outside of it). Presumably the HMD rotation gets applied after that, so your plane barrel-rolling would behave correctly.
- OlivierJTExplorer@joewa
Sadly no. (well I am trying to double check this out to be sure)
Before the Rift dev kit I had a vehicule that could do 360 pitch,360 roll in First person.
So the horizon line could do what ever. (inverted horizon etc...)
Since the oculus with the same thing controllers, pitch and roll are overidden by the HMD.
No more roll, no more loops.
I am trying to kill the HMD position and even it's tracking, but without success.
in Class (playerController, UTplayerController,Oculus)
I am trying to have my pawn 360 view rotation XYZ "added" to the HMD orientation. (like a real cockpit)
The documentation is strange :
"Do not pitch the view up and down when the vehicle pitches or rolls; the player must turn their head to match the
vehicle movement to continue looking straight ahead."
So to do a loop I have to do it in my chair ??? what ?
"the HMD orientation is used for the player to look around inside the cockpit"
Very good, but without pitch and roll :
So all vehicle but be hovercraft or something ?
"This seems unnatural, but is necessary to avoid causing motion sickness."
I want my motion sickness ! That the whole point ^_^
I am not using a vehicle, but a pawn to to that, so maybe it's the source of my problem, still trying to figure this out... - cyberealityGrand ChampionI will talk with the developers here and see if we can add this feature in a future update.
- OlivierJTExplorerThank you so much, I can't figure it out, I am not "developer enough"
All the demo of flying 360 I have seen are made on Unity Engine, I began to understand why ^_^
I was able to do it before being rifted but since the rift in the game i can't override the axes anymore.
(and actually without a solution i cannot make the game i am working on...)
Attach the rift to a socket with an option of rotation On/off/blend/add/etc... that will be neat !
Simple for everybody. - evolvedantHonored GuestI must say, this is a huge limitation. I hope they come up with something, as I can think of a LOT of reasons why you SHOULD alter the players view rotation regardless of the worries of motion sickness.
Vehicles doing barrel rolls is one of them.
Another would be a game where the player starts off laying in bed, you need to force the view for certain situations.
A roller coaster doing a loop-de-loop is another example, where having a programmatic influence over the orientation is required. - OlivierJTExplorerExactly.
i tried to override this but to my surprise... not possible...
If you notice the Roller coaster demo in Epic Citadel demo, the hard turn with the tracks at 90 degrees doesn't work, if the tracks were horizontal it would be the same.
I am making a game where I must have that or the game will not work. I hope Oculus will react fast with Epic so this will be easy to implement.
Right now all the cool demo like that are on Unity or other engine. UDK is late.
If this cannot be implemented i will have to change engine, and lost about 1 year investment on UDK engine... (that will be bad...) - Thoth_The3xPartnerI also need this feature, but won't be getting my dev kit for a while still. Please implement this, it surprises me that it was left out.
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