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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

    New Participant
    April 18, 2017
    Sorry for the create offtopic, and my poor language, but something is really odd to me...

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

    Latest SDK? You mean rift DK2 runtime 0.4.3? virtualoadside? BUT, 0.4.3 is old sdk i think... If you really have this runtime... You think you call me a Private Message with link to it? As a matter a fact i need this old runtime for my oldest games... Please?

    I mean... if you using old sdk to write a game, so you need to compatible runtime to play them on your rift... And my question is from that simple fact...
    New Participant
    April 18, 2017


    @rrainist

    On Rift, the SDK doesn't support stereoscopic
    layers (except the eye buffers), so this is not possible. On Gear VR it should
    already work for all layer types. Just set the size of the "Textures"
    field to 2 and assign the left and right textures to elements 0 and
    1, respectively.



    Thanks for the reply... a shame. you can think of no other way to hack this for the Rift? for instance through using render textures? 
    New Participant
    August 15, 2017
    I am looking for the same thing (overriding the camera movements in GearVR).
    The incentive is to develop a unique 6-Dof device that will drive the camera view in GearVR.
    Have anyone succeeded in doing so with the latest Unity version (5.6)?