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New Participant
November 3, 2014

How to disable rotation tracking in sdk 4.3 in Unity?

Hi, I'm trying to disable the whole rotation tracking (not only camera based positional tracking) but don't know how in sdk 4.3. According to the "UnityIntegrationGuide", there should be two public bool values in the script "OVRManager" on the OVRCameraRig prefab, one called "use position tracking" the other called "use rotation tracking". But I can only find the "use position tracking" in the 4.3 sdk. Really need help here.
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    5 replies

    Up and Coming
    November 4, 2014
    I think you want to comment this out of the OVRPlayerController script

          DirXform.rotation = Quaternion.Euler(0.0f, YRotation, 0.0f);
    transform.rotation = DirXform.rotation;

    if (HmdRotatesY)
    {
    float hmdY = CameraController.centerEyeAnchor.localRotation.eulerAngles.y;
    DirXform.rotation *= Quaternion.Euler(0.0f, hmdY, 0.0f);
    }
    Inspiring
    November 8, 2014
    You can totally disable head tracking by commenting out "UpdateAnchors()" in OVRCameraRig.LateUpdate().
    New Participant
    November 10, 2014
    Am I the only one who still gets some kind of camera movement when shacking the rift, after commenting the UpdateAnchors() line ?
    Inspiring
    November 12, 2014
    "framidev" wrote:
    Am I the only one who still gets some kind of camera movement when shacking the rift, after commenting the UpdateAnchors() line ?

    This is because timewarp is doing its job reprojecting the scene to reduce latency -- you can try freezing timewarp / turning off timewarp (on the OVRManager) and see if that helps.
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    New Participant
    November 12, 2014

    This is because timewarp is doing its job reprojecting the scene to reduce latency -- you can try freezing timewarp / turning off timewarp (on the OVRManager) and see if that helps.


    Yeees ! Exactly what I needed ! Thanks !