to reduce sickness, i need to lock the FPScontroller’s y-axis to the oculus y-axis.
so when you press forward - you go in the direction you look.
i have tried to figure it you by my self, by looking in the FirstPersonController.cs and MouseLook.cs, but i must realise that my skills are not good enough :-/
I believe theres a sample of this in the oculus player controller that comes with the SDK.
Maybe it can help? Although they have said that this mode actually causes more sickness for people who want to look a different way than they walk. I like it myself…
Hope that helps
hi headtrip - thank you for taking your time to answer my post.
some of my friends have tried the riftcoaster and the surge demo, and they where just fine.
they then tried a small demo i have made, a simple house where you walk with joy1, and turn with joy2 on the xbox controller, and they got sick immediately :-/
so i figure out i have to try locking the axis.
i will have a look in the sdk - though i’m not a experienced programmer.
Yes that can happen for sure, i use a slow default turn speed with speed presets for the player to switch to. In the oculus sdk, there is a player prefab you can just drop in and use. Maybe you can switch to this controller?
Hey I wanted to do the same thing, found this solution on the oculus forums, worked for me, hopefully this is what you are after. I much prefer this movement/look method and wish it was just a checkbox option in the standard FPS prefab.