I’m trying to make a game where the user follows some paths which can turn. For this the camera has to rotate around if the path goes left or rights so the user’s forward is always facing the path. I’ve tried to make the rig turn but the vr camera always overrides this rotation.
Just turn the parent object of the camera.
tried this but it always turns back to the rotation of the ‘eyes’
You create a new empty gameobject. Put the camera gameobject under that object. Then rotate the new object you made.
What LennarJohansen said!
However I was wondering something I couldn’t find within the documentation. For having a VR pointer, I use PointerEventData and not screen but eyetexture width / height to determine the middle of my screen.
However, using a parent like everyone above says, does work. But I found out that when you determine the middle of the screen by eye texture, this isn’t working. For some reason this will stay the same.
The reason for why I ask this, is because I use an editor script to move my VR camera and debug that way instead of connecting a VR headset. But this isn’t changing anything to my PointerEventData potiner determined by eye texture size.
Is this a bug?
So in short, moving your headset makes a pointer set by VRSettings.eyeTextureHeight and VRSettings.eyeTextureWidth change, but moving the cameras by parent, doesn’t. Or am I missing something?