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June 17, 2014

Eyes are rotated as if in back of head

I was experimenting with the oculus rift in combination with a Mecanim model in Unity, and I put the position of the cameras in the position of the head. I then noticed that when I look at my shoulders (I mean my virtual shoulders, in unity) that it's as if my eyes are in the back of my head instead of the front of my head. It's as if the camera rotates around my virtual head (looking inwards) when I turn my real head.

Not sure if this is just an issue with 0.3.2c (or me doing something stupid somwhere), but it seems like a flaw in the neck model. I can imagine this might not actually be an issue with the DK2? Not sure.

I managed to be able to tweak/improve this by adding newEyePos.z = EyePosition.z; near the bottom of SetCameraOrientation (line 268) in OVRCamera.cs, which made it possible to give a Z offset to the eyes and neck when rotating.
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    2 replies

    Up and Coming
    June 17, 2014
    I had that as well, fixed it by creating a new profile in configutil
    Ambient Flight Eagle Flight Experience Dinosaur Voyage Running from Dinosaurs
    Inspiring
    June 17, 2014
    Yes, this was an issue with backwards compatibility with the old profile format.

    You just need to create a new profile using the latest Config Tool.
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