Problem with using sensor fusion data in newer SDK's
Since SDK 0.5 I've been getting weird behavior where the sensor fusion data flips, so looking down registers as looking up and tilting my head to the left makes the player go right instead of left.
It works normally sometimes, but sometimes it's reversed. I'm thinking about adding a menu option to flip all the reactions to the data in the event that the players Rift sensor data becomes flipped. The head tracking in the scene works normal as you would expect, but the sensor data gets flipped. Is there a better way to access this information than with GetHeadPose?
head_tilt = OVRManager.display.GetHeadPose(0.0f).orientation;
head_tilt.ToAngleAxis(out head_tilt_angle, out head_tilt_vector);
...
if (head_tilt_vector.x < -0.92f) flyangle = ((Mathf.Abs(head_tilt_vector.x * 6.0f) * (Time.deltaTime * Being_a_Bird_Simulation_Rate));// * speedmultiplier
It works normally sometimes, but sometimes it's reversed. I'm thinking about adding a menu option to flip all the reactions to the data in the event that the players Rift sensor data becomes flipped. The head tracking in the scene works normal as you would expect, but the sensor data gets flipped. Is there a better way to access this information than with GetHeadPose?
