Sickness - Need to lock movement to camera

hi

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 hope some kind person can help.

thanks :slight_smile:

anyone?

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.

thanks again.

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?

hmm can’t find that oculus.sdk.

but my guess is that it is only one or two lines of code?

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.

Postby jamiecurrie » Thu Jun 11, 2015 3:29 pm

I found a quick fix for this, in FirstPersonContoller.cs.

Change this line: (line 100)
CODE: SELECT ALL
Vector3 desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x;

To this:
CODE: SELECT ALL
Vector3 desiredMove = m_Camera.transform.forward * m_Input.y + m_Camera.transform.right * m_Input.x;

https://forums.oculus.com/viewtopic.php?f=37&t=24147

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hi radius

thank you very much :slight_smile:
should be an buildin option.

man i have used a lot of time to figure this out…

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