So essentially I'm creating an on-rails first person shooter using the
Oculus and Leap Motion. Adding the Oculus causes the raycast that
controls the hit detection to veer off target. I've found a couple of
threads that talk about this problem but no...
So I've implemented a really hacky fix (sort of). if (x>0.5) ray =
Camera.main.ScreenPointToRay(new Vector2(640 + x - (320 - Mathf.Abs (x)
)/5, y ));else if (x<0.5) ray = Camera.main.ScreenPointToRay(new
Vector2(640 - x - (320 - Mathf.Abs (x) )/5, y ...
"vajra3d" wrote:Have you taken the right camera's off-centered position
into account?How would I negate the off-center positioning?I think
there's something more to it than that as after looking at it again this
morning I'm only noticing that it does...
Okay, so I've progressed to the point where I'm sure that it's at least
tracking my hand movements mostly correctly. However, the raycast
doesn't seem to be following the camera's movements exactly as it should
and there also still seems to be some s...
I've updated the code to show my original approach. I'm using the
InteractionBox to detect the hand position so I think that should
translate easily enough to a raycast to detect a hit accurately but I
can't seem to get it working even without using ...