Looking to find a way to disable head tracking for a period of time. I know, it may disorient the user. Its something that needs to happen for my application, and I know there are a ton of others that have been looking for this functionality…
Anyone have an idea on how this can be done?
Making objects/terrain in the scene a child of the camera causes stuttering
OVRManager.positionTracking = false does not stop rotation
Hello Friend.
In the OVRCamera Rig script, lines of code will appear as the image, if you disable these lines the camera will not rotate with the head, you can put those lines of code in a bool, if the bool is true the camera rotation is true, yes The bool is false, the rotation of the camera is false.
That is how I implemented this pre-Unity 5.1 which now has built in VR support.
New versions of Unity have the OVRCameraRig Now looking like my attached image. It depends on the VR.InputTracking to get its rotation.
Additionally, even if i comment it out, the device still tracks rotation. I assume cause the VR Settings are over-riding the OVRCameraRig?
Anyone have any idea?
I was able to kinda get what i’m looking for by using this approach:
Parent the camera under another object, and set that object’s position to the negative of the VR head position. You can use VR.InputTracking.GetLocalPosition to query for the position of the head node, then set this parent node to have the negative of that value.
However, this is a significant caluclation, and involves the camera moving, then re-moving, and causes the HMD to stutter a bit and lag.
It would be much better to never do the movement at all…
Wallawocko, I’m struggle with the same task for several days now with no luck so far. I’m using Unity 5.5.1 + Oculus Unity Utilities 1.10.0.
With the mentioned solution to update rotations and positions with inverse values generally works, but when a HMD moves, the image is jittery while the FPS drops to as low as 30 which is unacceptable. Here I’ve shared a bit more details on Oculus forum:
Does anybody have another solution for manual camera positioning and rotation while continuing to receive HMD pose updates for custom transform calculations?