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Up and Coming
June 21, 2015

Decouple headtracking from player movement in third person?

Greetings!

I've applied VR to my third person controller in Unity but headtracking is turning my player, resulting in some pretty drastic spirals when looking behind the player.

I am struggling to figure out where the headtracking is being applied in those standard scripts. I can't even figure out which script. VirtualInput? I'd like to completely decouple headtracking and player movement.

Unity Pro, 5.1 latest SDK. New project using only standard scripts.+
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    2 replies

    PinglesAuthor
    Up and Coming
    June 22, 2015
    An update:

    I asked this question on the Unity forums and a Unity rep has replied that it's actually an issue with Unity, not a script.

    I'll go ahead and build my own third-person controller to get around it.
    PinglesAuthor
    Up and Coming
    June 26, 2015
    Another update: Removing the MainCamera tag from the Camera has decoupled head-tracking from player movement.

    It has also defaulted to tank controls for the player (the system notes that camera orientation is needed for standard controls) so I will write my own controller script.