OVRCameraRig bad initial rotation via NetworkManager
Hi all,
Experiencing a bug I can't seem to get past. When I spawn a player prefab of the OVRCameraRig via Unity's built-in Network Manager, it takes the hmd's current rotation and sets it as the initial rotation (0,0,0). Meaning if the hmd is tilted 90 degrees to the right when the player prefab is spawned, sitting straight up then tilts the player's view 90 degrees to the left. Sounds identical to this bug (https://forums.oculus.com/developer/discussion/29675/unity-5-3-ovr-bad-rotation-init), but only occurs after I attach a Network Identity to the OVRCameraRig and spawn it.
Any ideas?
Thanks,
-Smiff
Experiencing a bug I can't seem to get past. When I spawn a player prefab of the OVRCameraRig via Unity's built-in Network Manager, it takes the hmd's current rotation and sets it as the initial rotation (0,0,0). Meaning if the hmd is tilted 90 degrees to the right when the player prefab is spawned, sitting straight up then tilts the player's view 90 degrees to the left. Sounds identical to this bug (https://forums.oculus.com/developer/discussion/29675/unity-5-3-ovr-bad-rotation-init), but only occurs after I attach a Network Identity to the OVRCameraRig and spawn it.
Any ideas?
Thanks,
-Smiff
