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Up and Coming
December 26, 2013

A few things I am not happy with

Hey there everybody,

First off, I love the Rift and I think it's the future. I am also aware of the fact that we are in the early days of VR/Rift and that many things aren't working as expected. However, I think that the SDK/Unity integration is progressing a bit slow for my taste. There are a few issues that I think which are known but yet still don't work.

• The current OVRPlayerController won't let you "Jump"
• Why is the OVRMainMenu tied to the controller? When deactivating I can't use mouse-look anymore? Why is mouse look int the OVRMainMenu?
• Skyboxes - I've seen many threads here on the forum dealing with this issue. I haven't been able to create a skybox that looks right yet and I tried many solutions. I know how to create one, that's not the issue. The problem is that it doesn't "look/feel" right compared to the usual Skybox.

These are a few things that rub me the wrong way at the moment. I am only a beginning programmer so keep that in mind as well. Again, I know it's early but I think these things are crucial/important to many developers. It seems as updates to the Unity integration/SDK are rather slow.

Thomas
    This topic has been closed for replies.

    13 replies

    Up and Coming
    February 15, 2014
    So that answer is pretty unhelpful. It doesn't make any sense to write code when something else does what you want to already. Has anyone broken down OVRMainMenu to find where the mouse look is or can someone ask the person who wrote it?
    Inspiring
    February 15, 2014
    Unless I'm missing what you're talking about, mouse look is not in OVRMainMenu, it's in OVRPlayerController right under the "Mouse input" comment...


    // * * * * * * * * * * *
    // Mouse input

    // Move

    // Rotate
    float deltaRotation = 0.0f;
    if(AllowMouseRotation == false)
    deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;

    float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f);
    YRotation += filteredDeltaRotation;
    sDeltaRotationOld = filteredDeltaRotation;
    Up and Coming
    February 16, 2014
    "mrgreen72" wrote:
    Unless I'm missing what you're talking about, mouse look is not in OVRMainMenu, it's in OVRPlayerController right under the "Mouse input" comment...


    // * * * * * * * * * * *
    // Mouse input

    // Move

    // Rotate
    float deltaRotation = 0.0f;
    if(AllowMouseRotation == false)
    deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;

    float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f);
    YRotation += filteredDeltaRotation;
    sDeltaRotationOld = filteredDeltaRotation;


    You would think that, but AllowMouseRotation is true by default. The rest of that code doesn't do much since sDeltaRotationOld is multiplied by 0 and deltaRotation will be set to 0.

    Also, I am not even using OVRPlayerController.

    I was referring to what ThomasPasieka was saying:

    Why is the OVRMainMenu tied to the controller? When deactivating I can't use mouse-look anymore? Why is mouse look int the OVRMainMenu?


    I have experienced the same thing when disabling OVRMainMenu and am curious as to where this could possibly be implemented.