Unity 5.1 - Rotation behaviour of InputTracker
I'm quite new to Unity Oculus integration, I'm trying to write a simple Flying game with 5.1. I started the project with Unity 5.0 and Oculus Integration Plugs few days ago, now I've updated my unity engine to 5.1, but now I can't figure out what is happening. Something very basic that I don't see, I guess.
in 5.0 I was using a GameObject (LeftEyeAnchor from OVR plugin) for applying force to its RigidBody parents; in order to move where I was looking; now i'm trying to use the native class with static member InputTracking. But can't figure out what i'm missing in the implementation. Any advices about how to translate InputTracking.GetLocalRotation(VRNode) to a rigidbody in a way that make it move where you look?
Thanks.
in 5.0 I was using a GameObject (LeftEyeAnchor from OVR plugin) for applying force to its RigidBody parents; in order to move where I was looking; now i'm trying to use the native class with static member InputTracking. But can't figure out what i'm missing in the implementation. Any advices about how to translate InputTracking.GetLocalRotation(VRNode) to a rigidbody in a way that make it move where you look?
Thanks.
