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Participant
June 13, 2016

Use mouse to control Oculus scene -- problems with Y axis

Hey guys,

Here's my question: How do I use the mouse to all directions from a first person perspective, and display the product in the Oculus?  Would really appreciate any new tips!

Details:

Before clicking "virtual reality supported", the first person character in my scene can look up/down/right/and left using the mouse or joystick. After turning on VR support (with an Oculus DK2 plugged in), I can only look left or right in the scene using the mouse.  I've lost control of rotation along the y-axis (looking up and down).  Critically, I can still look all directions using the Oculus.

This is, of course, unconventional.  It's for the purpose of a neuroscience experiment (need to be able to separately manipulate the visual / motor input in the VR scene).  

My system details: Windows 10, Unity 5.4.4p1, Oculus DK2, Runtime 0.8 (same problem with 1.3)

Thanks for any help!

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14 replies

Participant
June 13, 2016
BTW, I'm not building this -- everything I've described takes place when the editor is playing.
Inspiring
June 14, 2016
try just skipping the OVR rig all together. Make sure vr is enabled in the player settings, create a normal camera and place it as the child GO of the object with your mouse look script.
Participant
June 14, 2016
Thank you all for your help!!  I have finally fixed it.  Frankly not sure whether it was a clean install (and reversion back to Unity 5.2.1.p2 + Oculus Utilities 012 beta + runtime 0.7) or adding the "simple mouse rotator" script as a component to the GameObject parent (with OVRCameraRig as a child).  But it works.  Screenshot of the final product attached for reference.

This does, in fact, feel horribly nauseating.

Thank you all again!
Participant
June 14, 2016
Last update. All is working with the following: Unity 5.3.5f1, Utilities v.1.3.2, OVR 1.3.2, SDK 1.4.0, Windows 10.