# Force VR rotation

I have a game where the character finds an object. After finding an object, the screen goes black for a few seconds and the player starts in a new location facing a new direction. My script works fine in non-VR mode.

However, when the VR is on, the head rotation for oculus takes over and I can’t restart my character facing a new direction. Rotating the character or mouse look with the following scripts does not work during VR:

`void OnTriggerEnter (Collider other) if (other.gameObject.tag == "coin") { FPC.mouseLook.m_CameraTargetRot = Quaternion.Euler(0f, 180f, 0f); }`

`void OnTriggerEnter (Collider other) if (other.gameObject.tag == "coin") { transform.rotation = Quaternion.Euler(0f, 180f, 0f); }`

I should emphasize that the screen will be black during the forced rotation. So a person playing the game won’t notice the rotation until the black screen disappears. So the forced rotation will not cause nausea or motion sickness.

The only way I can get this to work is to turn off the VR during the black screen, rotate the character, and then turn the VR back on. However, there’s a little noticeable lag during the black screen. And turning the VR on and off throughout the game seems to slow things down.

Hi, @jaridgoodman:
I’m having the same issue. My next “experiment” consists on using a direct parent to the camera so it is its rotation the one changed. Not sure of how that would affect the Forward and Right vectors for later calculations. But I hope it is possible to achieve the forced rotation. Good luck!! And please post if you find an answer

Yeah, most libraries set their VR camera position, so you really can’t interfere with it. I think they are set in local space though, so placing the camera inside another GameObject is certainly worth trying. It works like a vehicle your VR camera sits in - you can then rotate the vehicle and the camera should move to suit.

Otherwise you can do the opposite - rotate your world around the VR camera by placing it inside a GameObject. But that isn’t likely to be friendly with static batching.