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Up and Coming
February 1, 2014

neck offset wrt owner

I was noticing today when you roll the OVR player that the head is always offsetting the neck distance in Y wrt world. This screws up most any rotations of the player when its parented to something that moves around and rotates or if you're taking over control for a cutscene/cinematic moment.

I just removed the neck offset for the time being since I would take forever to adjust the code beings that I'm not very strong in coding, but a fix for this would be appreciated.
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    6 replies

    Up and Coming
    February 1, 2014
    Well, i guess one of the rules of VR is to never take over the camera control from the player ; )
    Up and Coming
    February 2, 2014
    I was fussing around with the neck offset too, but it's a moot issue when we get positional tracking with dk2.
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
    LaneAuthor
    Up and Coming
    February 2, 2014
    "virror" wrote:
    Well, i guess one of the rules of VR is to never take over the camera control from the player ; )


    im not taking complete control away. When I reparent it I expect it to act appropriately and the current neck offset setup denies that.

    "grodenglaive" wrote:
    I was fussing around with the neck offset too, but it's a moot issue when we get positional tracking with dk2.

    not if they assume the player is always vertical and this is still wrt world.
    Brevis / DevBlog Twitter
    Up and Coming
    February 2, 2014
    Well when you reparent a transform in unity, it's coordinates calculated so it's world position and rotation will remain the same. Easy way to avoid issues with that is to ensure that both transforms have exactly the same rotation and position before reparenting.
    LaneAuthor
    Up and Coming
    February 2, 2014
    Its not a problem with parenting, is the neck position always being offset in world y+, so you couldn't effectively roll the controller because of this. For instance parenting the controller to the floor, then flopping it upside down would make the player shorter by the value of the neck offset while he its upside down.
    Brevis / DevBlog Twitter
    Up and Coming
    February 2, 2014
    Oh I dunno, I have my little scene with no up and down so you rotate 360 degrees freely, and I don't experience any issues.