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Participant
January 15, 2014

Player/Camera height

I'm building a FPS in outer space, and I'd like the camera view to be exactly at origin. At the moment, though, even though I'm set at origin, the camera is slightly above origin, which makes aiming very screwy... How would I go about having my eyes at exactly origin? (I've set OVRCameraController's Y to -.85, which makes it accurate, but I'm wondering if there's something else that is moving it from origin)
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    3 replies

    Inspiring
    January 15, 2014
    If you don't need neck modeling you can just zero out the Eye Center Position vector on the OVRCameraController so that the "eyes" don't get offset up and forward. To keep the neck modelling it might be a little bit more tricky.
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    Participant
    January 16, 2014
    Perfect! That did it. Thanks Drash!
    Up and Coming
    February 18, 2014
    Hey guys,

    I am also having trouble with eyes height in Unity.
    Please have a look at the picture:
    photo.JPG

    my eyes height is set to 0.15m wich is 15cm (approx. an hand's width) and still I looks like much more. The cube on the picture is 1 unit size, which sould be 1 meter right ?
    I would expect seeing it as something much taller !

    Same also when I set eyes height to 1m: I would expect seeing the top plane of the cube in front of me, but I have to look down to see it like I would be 1,5 or 2m !

    Did you experience the same ? Which settings would be incorrect ?
    I am playing with the camera root position, neck position and eyes center positon, but I am always feeling taller than expected...