Can you use Oculus Utilities in the new Unity VR integration? Seems to be overriding OVRCameraRig
Hey everyone,
I've been developing for the GearVR. Typically i'd just the OVRCameraRig prefab, and that would control the rendering to my device.
I liked this, because it gave me access to the rotation of the device, and I could implement funky features that are not included in the base SDK (like disabling head tracking, altering it, etc).
However, it seems that something is over-riding my use of the OVRCameraRig. Typically, i could manipulate things within the UpdateAnchors() method in OVRCameraRig.cs.
However, now, even if i comment out the ENTIRE method (which is used to set the anchor rotations), i am still getting a normal virtual reality experience.
Is the new Unity VR integration over-riding the OVRCameraRig or something? how do I go back to using it, as I can't find ANY way to get into the InputTracking to manipulate things there?
Note:
Unity Version 5.4.2f2
Oculus Utilities off the website.
As for sharing code, literally commented out everything in the UpdateAnchors method and it still tracks head movements..
I've been developing for the GearVR. Typically i'd just the OVRCameraRig prefab, and that would control the rendering to my device.
I liked this, because it gave me access to the rotation of the device, and I could implement funky features that are not included in the base SDK (like disabling head tracking, altering it, etc).
However, it seems that something is over-riding my use of the OVRCameraRig. Typically, i could manipulate things within the UpdateAnchors() method in OVRCameraRig.cs.
However, now, even if i comment out the ENTIRE method (which is used to set the anchor rotations), i am still getting a normal virtual reality experience.
Is the new Unity VR integration over-riding the OVRCameraRig or something? how do I go back to using it, as I can't find ANY way to get into the InputTracking to manipulate things there?
Note:
Unity Version 5.4.2f2
Oculus Utilities off the website.
As for sharing code, literally commented out everything in the UpdateAnchors method and it still tracks head movements..
