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May 13, 2013

Why does the OVRCamera only have MouseLook in X and not Y?

Would really love to test all the Demos on my selfmade Rift, but the controller not being able to change Viewdirection via mouse kinda ruins that. Mouselook in x-direction is implemented, why is the y-dirction disabled?
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    5 replies

    Inspiring
    May 13, 2013
    "skyworxx" wrote:
    Would really love to test all the Demos on my selfmade Rift, but the controller not being able to change Viewdirection via mouse kinda ruins that. Mouselook in x-direction is implemented, why is the y-dirction disabled?


    I haven't played with the built-in mouse support in the OVR integration, but I have to assume that by "x-direction" that moving the mouse side to side in this case would result in a yaw rotation around the up axis -- and really that would only be used as a way to turn your "hip/body" as an offset to the rotation that you get from your Rift.

    If you needed more/different than that for your project, at this point try hacking in your own solution (ideally you would develop your own solution independently of the SDK because the SDK may change).
    Titans of Space PLUS for Quest is now available on DrashVR.com
    May 13, 2013
    I do have my own solution (and will it make public soon after more testing).

    The thing is, even the Tuscany Demo in C++ supports Mouselook in y-direction. It works perfectly with my mouse emulator and my selfmade Rift. Unfortunatly, the Unity Integration does not work that way and therefore all Unity-built Games and Demos can only be played with a Rift, but not with selfmade Rifts.
    Inspiring
    May 14, 2013
    This is an interesting point. I think the reason is because it could make people uncomfortable if the horizon shifts without their head movement (which will happen if you move the mouse or joystick up/down). I can ask if this is something we can change, but I'm pretty sure a lot of thought was put into this already.
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    Up and Coming
    May 15, 2013
    It definitely deters me from making my own HMD. I wonder how many games being created right now will only work on the rift and not custom HMDs.
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    Inspiring
    May 15, 2013
    "MikeArms24" wrote:
    It definitely deters me from making my own HMD. I wonder how many games being created right now will only work on the rift and not custom HMDs.


    To be fair, skyworkxx probably meant OVRPlayerController, not OVRCamera. Unity developers basically have a choice between using a OVRPlayerController (as a quick way of dropping in a Rift-enabled pair of cameras WITH ability to control it FPS-style), and using OVRCameraController (which is just the Rift-enabled pair of cameras). I personally prefer to use the latter as I like to build my own control/input schemes.

    Having said that... yes the OVR Unity integration detects which Rift HMD you have plugged in (right now, it's just two possibilities: the early prototype vs dev kit #1) in order to determine the distortion for the lens correction. So your own HMD would have to play nicely with that process somehow.
    Titans of Space PLUS for Quest is now available on DrashVR.com