Two Grab Rotate Transformer Snapping when triggered
Hi, Setting up a simple Two Grab Rotate Transformer and am noticing that when both triggers are pressed the object snap rotates a certain angle and than starts to rotate based on controller movement. If both triggers are pressed many times the object keeps rotating around even though controllers are not moved. The One Grab Rotate Transformer works fine and leaves the object rotation intact before rotating based on controller movement. Any ideas?488Views0likes0Commentshow to track headset rotation/tilt?
i am trying to track the rotation/tilt of the vr headset, and preform an action depending on the distance of the tilt after pushing in a button on the controller. lets say you press in a button on the controller and then tilt your head forward. i need to track the difference of the head tilt along the x axis from 0 to however far they tilt from the time they press in the button to when they release. so i am thinking something like this: get default/even/non-tilted rotation and set a value of 0 bool triggerPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger); if (triggerPressed){ then track the tilt/rotation difference on x axis and the same for y axis if (the x > 0){ do something } if (the x < 0){ do something else } } i probably messed up the syntax there but you get what i mean. anyone have any idea how to track that tilt?2.6KViews0likes3CommentsRotating empty parent on character rotates on a weird axis when player isn't standing at origin
Sorry I know the title is really confusing. Basically the camera and hands are nested under an empty object. This empty object is then used to rotate the character and teleport the character. Thing is, the camera is able to freely move around and away the empty object. Making rotation seem like you're running in a circle instead of just rotating. Then when you teleport it's a little offset. Like if you shoot the teleport beam straight down you move because it's teleporting the empty object to the camera which moves the camera. So if the headset and camera aren't exactly on top of the empty object everything gets wonky. I understand the problem just can't figure out a solution. I tried resetting the position on every teleport but you can still move away and spin in circles. As well as resetting resets the orientation and that's not exactly what I need. Any help would be greatly appreciated.503Views0likes0CommentsMultiplayer with OVRPlayerController prefab and center eye issue
Hi! I'm trying to make a multiplayer application using Unity 5.4.1p1 with Oculus 1.10.0.308075. Using Unet for network management and use OVRPlayerController prefab as spawn info > player prefab. Problem is, when i create a session and load first scene by clicking a button at lobby scene, center eye anchor transforms x rotation doubles somehow. If i click create session button on a panel (center eye rotation ~= x: 24 y:0 z:0), at the loaded level center eye x rotation becomes ~49. Meanwhile left and right eye cameras x rotations are ok (~24). What can be the reason? What can be the solution?5.1KViews0likes18CommentsGet the raw absolute rotation from the Gear VR IMU
Hello! Is there any possibility to get the absolute rotation from the IMU in the Gear VR? I need this for an application that needs to get the direction in real world, like for example in a GPS. I can't find a way to get this raw data from the IMU. It is for a quite important demonstration event. Thank you all in advance!971Views0likes2CommentsDouble Rotation Angle
In my simple development of four walls and a cube to look at, I have found that my head rotation is doubled. So when I look straight up, my view is the top of the wall behind me... when I look behind me, the cube that is normally in front of me appears. Any ideas? Thanks! Developing in Unity 5.4.0f3... computer specs below: AMD 8350 4 GHz 32 GB RAM Nvidia GTX 970 Win10Prox64598Views0likes1Comment