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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
    May 7, 2015
    Still no resolution... Cyber, can you confirm this is a bug in the mobile SDK?
    Up and Coming
    June 4, 2015
    Anyone able to figure out a work around for the mobile SDK?
    Up and Coming
    June 4, 2015
    I can only imagine why you'd want this functionality in the first place- 3D HUD, perhaps?

    Anyways, is it possible to make the whole scene a child of the CenterEye? That way the scene would move with the Head- as opposed to preventing the head from moving.
    New Participant
    August 6, 2015
    Does anyone know how this would work on the updated unity version... it now seems that the VR is imbedded within unity so no plugins are needed and therefore, there is no .cs file to set the camera to disable. Thanks!
    Inspiring
    August 7, 2015
    "rorys88888888" wrote:
    Does anyone know how this would work on the updated unity version... it now seems that the VR is imbedded within unity so no plugins are needed and therefore, there is no .cs file to set the camera to disable. Thanks!


    I just read through this whole thing for the first time and wondered why it took so long for someone to make the suggestion that xhonzi made (make everything a child of the camera and be done with it). Is that not a viable solution?
    New Participant
    August 7, 2015
    "weasel47" wrote:

    I just read through this whole thing for the first time and wondered why it took so long for someone to make the suggestion that xhonzi made (make everything a child of the camera and be done with it). Is that not a viable solution?


    Not for me... I have two cameras in my screen, one I need enabled (the main) and another camera that I need stationary.
    Inspiring
    August 7, 2015
    You can add a handler to OVRCameraRig.UpdatedAnchors and set the eye poses to whatever you want.

    If you just want to disable position tracking, set OVRManager.tracker.isEnabled = false.

    Making the whole world a child of the camera will probably wreak havoc on stuff like static geometry.

    Also, I have tested using a second camera (for a render-to-texture effect) and it seemed to work fine for me. Can you explain what the issue is you are having or what exactly you are trying to accomplish?
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    New Participant
    August 8, 2015
    "cybereality" wrote:
    You can add a handler to OVRCameraRig.UpdatedAnchors and set the eye poses to whatever you want.

    If you just want to disable position tracking, set OVRManager.tracker.isEnabled = false.

    Making the whole world a child of the camera will probably wreak havoc on stuff like static geometry.

    Also, I have tested using a second camera (for a render-to-texture effect) and it seemed to work fine for me. Can you explain what the issue is you are having or what exactly you are trying to accomplish?


    Can this happen in the new version of unity, where the "Virtual Reality Supported" is built in to the player settings?

    Also, what I am trying to do is have the player "draw" on a piece of paper while sitting in a room and the paper being the entirety of the computer screen. So what I have done is set one camera above the paper and used ScreenToWorldPoint to map the points on the paper (this is the camera that I don't want to move because when it moves, so does my point). The main camera is the player and they should be able to look around the room but only be able to "draw" on the paper and do nothing else interactive in the scene.

    Thank you for your help!
    Inspiring
    August 8, 2015
    Yes, you can do this in Unity 5 with the Oculus Utilities.

    I'm still not 100% sure what your use-case is, but maybe try playing with a World-Space Canvas and Render-To-Texture?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    August 8, 2015
    "cybereality" wrote:


    Making the whole world a child of the camera will probably wreak havoc on stuff like static geometry.


    Making static geometry that is locked to the player's view (if it's not just a HUD or helmet) is also the best way to make the player instantly nauseous (it's the main thing that can still have that effect on me in the Rift, I can even bear horrible stuttering pretty well).
    I got the impression that the OP just wanted a camera feed rendered to a texture that stayed locked in place, and it seems to me that making it a child of the player's head would be perfect for that.
    I am definitely confused about what people are trying to accomplish, though...