Unity Camera for VR with external positioning

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 :slight_smile:

cheers

One way to do that is to cancel the movement of the Camera and the apply your inputs. Or the other way is to render in a rendertexture (camera controlled by you) and then watch the render texture with another camera.

I would like to keep the movement of the camera. I want my GearVR to move my camera around but I would like the camera to be rotated around the origin rather than around the neck pivot.