Rotation Multiplication
I'm attempting to multiply the DK2's rotation by some factor c, with position tracking off. Essentially, if the headset is turned by x degrees, I want a rotation of cx degrees displayed to the headset. I assumed it would be possible because as far as I can tell, Unity receives orientation and position data in a Posef. Modifying the orientation data every time a change is detected should create a multiplied effect while avoiding the lower-level rotation calculating code.
So far I've only messed around with the Unity integration files (OVRCameraRig, OVRManager, OVRPlugin, etc.) but no matter what I change, the Oculus continues to accurately track rotation. Intercepting and modifying the centerEyeAnchor's orientation to return the same Quaternion (except a y multiplied by 2) changes nothing and throws no errors. Returning a new, null Posef in methods which seem to be responsible for orientation, like OVRPlugin's GetNodePose, changes nothing and doesn't throw errors either. Adding a script which directly manipulates the CenterEyeAnchor works for a few frames, but automatically corrects itself. If anyone is interested, I have more details on what has failed to work.
Is this possible with Unity, if at all? Has anyone else had some experience with this? Any suggestions on how to proceed? Thanks!
So far I've only messed around with the Unity integration files (OVRCameraRig, OVRManager, OVRPlugin, etc.) but no matter what I change, the Oculus continues to accurately track rotation. Intercepting and modifying the centerEyeAnchor's orientation to return the same Quaternion (except a y multiplied by 2) changes nothing and throws no errors. Returning a new, null Posef in methods which seem to be responsible for orientation, like OVRPlugin's GetNodePose, changes nothing and doesn't throw errors either. Adding a script which directly manipulates the CenterEyeAnchor works for a few frames, but automatically corrects itself. If anyone is interested, I have more details on what has failed to work.
Is this possible with Unity, if at all? Has anyone else had some experience with this? Any suggestions on how to proceed? Thanks!
