Hi guys,
I have a doubt that haunts me. According to Unity documentation to use the camera for VR purposes the camera should be child of another game object and any desired transformation should be applied to the parent object. No transformation can be done to the camera neither to the VRNodes (CenterEye, Head).
If I relate the VRNodes to the Oculus SDK I would expect that there is an offset between the CenterEye node and the Head node. In a left coordinate system (X-right, Y-up, Z-forward) the offset is around Y 8 cm and Z of around 7 cm. This offset in the hierarchy basically defines the transformations of the eyes according to the neck pivot. This is completely fine if I just use the internal positioning of the GearVR for instance, but it is kinda a problem when I want to set the position and rotation of my CenterEye node using an external input, in that case I would like to transform the CenterEye as it is my center of coordinates and not in relation to the neck pivot. Is there any way to do that with the Unity camera? The parameter of the VRNodes can only be read.
I hope I explained the issue well enough ![]()
cheers