I want to change head tracking data of oculus in unity

Hello
I have a question about unity(5.6.0f3) and oculus(cv1)

I want to make a headtracking VR with some delay using oculus and unity

detailedly speaking
when I rotate my head with oculus in Unity VR,
the scene do not change immediately.
After few seconds, the scene follows the head rotation.

To make that, I have to save headtracking data few seconds and load it.
for the first step to make the delayed VR,
I want to change headtracking data from oculus in unity

I thought related code is OVRCameraRig.cs in OVRCameraRig prefab,
and UpdateAnchors function (below part)

trackerAnchor.localRotation = tracker.orientation;
centerEyeAnchor.localRotation = VR.InputTracking.GetLocalRotation(VR.VRNode.CenterEye);
leftEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.LeftEye);
rightEyeAnchor.localRotation = monoscopic ? centerEyeAnchor.localRotation : VR.InputTracking.GetLocalRotation(VR.VRNode.RightEye);
leftHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch);
rightHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);

So, I changed it like below

trackerAnchor.localRotation = tracker.orientation;
centerEyeAnchor.localRotation = new Quaternion(0, 0, 0, 0);
leftEyeAnchor.localRotation = new Quaternion(0, 0, 0, 0);
rightEyeAnchor.localRotation = new Quaternion(0, 0, 0, 0);
leftHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch);
rightHandAnchor.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);

However! There was no change! lol… Head tracking was still good T . T
I do not know what part should I change.
If there is anyone who know about it, please comment…

Thank you for your reading

I would not advise to do such a thing anyway… Delaying the rotation of the camera on purpose will cause the human brain to be confused which causes nausea
Why else do you think that all the headsets manufacturers try to create a headset with minimal delay as possible?

Though even if you want to continue doing this
VR.InputTracking.GetLocalRotation should work fine though, read up the documentation about it.
collect samples in an array and apply them when you’ve collected enough samples.