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New Participant
February 2, 2015

Need to disable movement completely

Here's what we're trying to do:

We've mounted a physical camera device on the oculus, and we just want to show the output of the camera on a texture on the scene, and overlay various indicators/whatever on the scene. So we've got that working nicely, but the camera rig keeps changing its position when the user moves their head -- which is definitely not what we want (since it's showing the outside camera output... don't need it).

Basically, we don't want it to be a VR headset right now, just want the oculus to be a nice passthrough display.

Using unity pro and the latest sdk... 0.4.3 I think?

I've seen previous suggestions to disable the UpdateAnchors() function, but that just makes the game view shake a LOT. Using the various options on the rig doesn't seem to make any difference either (disable position tracking, etc). Any thoughts on how to do this?
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    83 replies

    Up and Coming
    April 27, 2015
    Thank you!! Eager to figure out why this is acting differently for us!
    New Participant
    April 27, 2015
    What if I want the oculus movement to be disables completely, and make any position and orientation only affected by the OVR object and the OVR object's parent? But not in a way that freezes the screen in place, and you can look to a black space around the screen. (like in the desktop oculus app) I want to make the oculus as if it didn't have any motion sensors at all.
    Up and Coming
    April 27, 2015
    I think what you're looking for is very similar to my desires as well.
    New Participant
    April 28, 2015
    I wasn't sure. I was trying to mess with the script before I even saw this thread, and tried exactly the same things they advised, but the result was the screen froze in one location and the user could look at it as a 2D image, floating in a black space. The same thing goes for what was going on behind. I think we need to find the piece of code that extracts the sensor data from the Oculus and just disable those lines of code. Am I right?
    New Participant
    April 28, 2015
    WOOPSYDAISY disabled time warp and it worked just fine :P
    Up and Coming
    April 28, 2015
    "TrollAxeThrower" wrote:
    WOOPSYDAISY disabled time warp and it worked just fine :P


    Is my timewarp just not disabling properly?

    Ugh! TrollAxe, any chance you could send me a simple project that has this functionality working, so that I can test it on my setup?

    I've followed the instructions here EXACTLY multiple times, each to no success. Every time I get this "Movie Screen" effect.
    Up and Coming
    April 28, 2015
    I'm updating Unity to version 4.6.4 (from 4.6.2), we'll see if that changes anything... Any other ideas?
    Inspiring
    April 28, 2015
    I am using Unity 4.6.4f1. I just created a new project, imported the 0.5.0.1 Unity PC integration and did the code changes as listed earlier in this thread. It works fine for me.

    I have attached the whole project folder for you to test with. Hope that helps.
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    Up and Coming
    April 29, 2015
    Ahh!

    I believe this is the issue, as I have to use the Oculus Mobile SDK - If i try to Build and Run your project on my Android phone, it doesn't compile.

    Looks like the issue may be in the Mobile SDK then?
    Up and Coming
    April 29, 2015
    All signs seem to be pointing to the Mobile SDK... Troll is using the Rift (PC integration not Mobile SDK) as well. What could be different between the two deployments?