Cut scene and VR - Pause VR but keep view in Oculus

Hello everybody,

I am trying to make the view in oculus work while the camera is controlled inside cut scenes.

It is a small demo game I am upgrading from mobile, and has like 3 - 4 seconds cut scenes.

But the player can’t move the camera otherwise he will see all the flaws in the character arms.

Thanks

Can’t find a solution for that!

I also don’t know how to make others camera in the scene to ignore the movements.

As suggested here you could render to a texture and display that instead:

Oh no… that is really bad… but thankfully there are solutions and tricks for anything in life.

I made a small script that is almost perfect for that, still didn’t make enough test in game.

On Y angle it works perfectly, the problem is on x and z, that it kinda twist. But, inside oculus rift it is almost unperceptive.

If anyone wanna try to make it better or use it the way it is, I think it is working.

Here is the rig I had to do for the camera to stop moving:

Here is the script:

using UnityEngine;
using System.Collections;

public class FreezeOculus : MonoBehaviour {
    Transform cam;
    public Transform camFather;
    // Use this for initialization
    void Start () {
        cam = gameObject.transform;
    }
  
    // Update is called once per frame
    void LateUpdate () {
        Vector3 newRot = cam.transform.localEulerAngles;
        Quaternion newRotWorld = cam.transform.localRotation;

        camFather.localRotation = new Quaternion(-newRotWorld.x, -newRotWorld.y, -newRotWorld.z, 1);
        camFather.localEulerAngles = new Vector3(camFather.eulerAngles.x, -newRot.y, camFather.eulerAngles.z);
    }

    void OnDisable()
    {
        camFather.localEulerAngles = Vector3.zero;
    }
}

I am basically rotating the parent on the opposite side of the camera, on Y it is pretty simple with euler angles, but it is hard to control on X and Z since it seems that on affect the other. But in oculus is almost unperceptive, as I said before.

Hope someone can make it better, it is just a concept yet… hhehehee… but it is working

Hope it helps someone else.

All right… I tested in game… it is working… not good for my stomach though… :x like 5 seconds of cg… the head track makes lots of difference for the sickness… Or maybe I am just weak for it… hahaha