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Up and Coming
March 9, 2015

OVRPlayerController - how to allow for path animation?

Hi all, the character (seated) is in a vehicle that animates along a spline (think flight path). After 10-15 seconds the character falls to the ground unexpectedly. The issue is not collision based and can be solved by disabling the OVR Player Controller - so I guess I need help to edit this file to allow for disabling gravity/slope or something? Any help greatly appreciated :-) Unity Noob so please offer an explanation of why X should be disabled in this script so that I can learn at the same time.
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    5 replies

    Inspiring
    March 9, 2015
    You should use the Unity First Person Controller instead (the OVRPlayerController is kind of bare-bones).

    See my directions here:

    viewtopic.php?f=20&t=20032&p=248689#p246259

    This will allow you to step on moving platforms, elevators, vehicles, etc. like you would expect.
    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
    ShardNZLAuthor
    Up and Coming
    March 9, 2015
    Awesomely fast response - thanks for that :-)
    Would I still have the ability for the "R" key to recenter the rift if I changed player controller?
    Thanks again for the reply.
    Inspiring
    March 10, 2015
    Yes, the recenter (R key) is on the CameraRig (OVRManager) so it will continue to work.
    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
    ShardNZLAuthor
    Up and Coming
    March 10, 2015
    Awesome - thank you very much for your consideration and expert advice. :P
    Up and Coming
    June 20, 2015
    For what it's worth, in the original version of the Hitchhiker VR app I used CameraPathAnimator from the unity asset store. A number of strange issues came up most of which were rigid body related. Eventually I was able to resolve them all but it took a while and I don't remember all the hurtles.

    Thanks for the link CyberReality, for some apps using the Unity FP controller will be a big win and with your code we won't all have to reinvent the wheel!