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