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October 27, 2014

How to not allow the player to look down?

Hi, I am working on an OVR project where people are sitting around the table. The user should be able to see the body, but if the user looks down he can see inside his body, I don't want to do that. I tried restricting the X axis in OVRCamera script.. it works but when you look absolutely down i.e 90 degrees the condition fails. I am wondering if anyone can help me on this one.

    7 replies

    Participant
    October 27, 2014
    My guess would be that you need to update position of your camera together with orientation and move the head a little bit forward when looking down.

    See how it works on yourself - imagine your eyes are a camera in a virtual world. When you move your head and look down, not only you rotate your eyes in space, you also move them forward. Try implementing that and your issue should disappear.
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    fesulAuthor
    New Participant
    October 27, 2014
    yeah I have tried it. the thing is human head stops at some point and we cannot look further in that direction. same thing I want to happen with my character. This also implies on looking left and right.
    Up and Coming
    October 27, 2014
    I do not think you want to restrict the abilities of the player - this will be annoying at best, sickness inducing in worst case scenarios. If you want a body, then you need to make that body follow your users head. Not an easy task, but what you need to do if you want a realistic experience.
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    Inspiring
    October 27, 2014
    Artificially placing limits on the head-tracking is not recommended. It will be a jarring and uncomfortable experience for players. You should try to design your game to take head-tracking into account at all times. One way I've seen this done is to not model the head at all, and leave the body with the stump at the neck. While this may seem strange, it actually works well as you do not have to limit head rotation at all.
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    Up and Coming
    October 27, 2014
    "cybereality" wrote:
    One way I've seen this done is to not model the head at all, and leave the body with the stump at the neck. While this may seem strange, it actually works well as you do not have to limit head rotation at all.


    I might be wrong, but I think that is what they are doing - but with a static body.
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    Participant
    October 28, 2014
    A more complicated solution is to use IK on the neck and torso using the position and orientation data from the Oculus on the head. Even with the headless stump solution if the neck and torso all bend out of the way your actual body would when you're rotating your head all over the place you wouldn't be able to see the stump either.
    Up and Coming
    October 29, 2014
    "BlackMage" wrote:
    A more complicated solution is to use IK on the neck and torso ...


    :mrgreen: ... and then add the hands via Leap Motion ... might give a nice experience
    check out my Mobile VR Jam 2015 title Guns N' Dragons