Rotation threshold used for continual player rotation
Hello,
I'm trying to develop a control scheme where you rotate your head/Rift outside of a certain threshold, then continual rotation will be applied to the player object until you rotate your head/Rift back within the threshold. I've successfully modified the OVRCameraController and OVRCamera classes to apply rotation around the X axis to the ForwardDirection Transform object and that works fine. My problem is finding the correct way to determine how far the Rift has rotated on any specific axis to test against the threshold values.
I'm currently thinking about using the Quaternion from OVRDevice.GetOrientation to set a starting point and then continually test axis values from that Quaternion to determine if I've passed a specified threshold. Hopefully this idea isn't completely bonkers. Anyone have other ideas? Any help greatly appreciated, thanks!
OCULUS RULES!
I'm trying to develop a control scheme where you rotate your head/Rift outside of a certain threshold, then continual rotation will be applied to the player object until you rotate your head/Rift back within the threshold. I've successfully modified the OVRCameraController and OVRCamera classes to apply rotation around the X axis to the ForwardDirection Transform object and that works fine. My problem is finding the correct way to determine how far the Rift has rotated on any specific axis to test against the threshold values.
I'm currently thinking about using the Quaternion from OVRDevice.GetOrientation to set a starting point and then continually test axis values from that Quaternion to determine if I've passed a specified threshold. Hopefully this idea isn't completely bonkers. Anyone have other ideas? Any help greatly appreciated, thanks!
OCULUS RULES!
