Unity UnityEngine.VR.GetLocalRotation without VR enable

Hi

Is there a way to retrieve the head rotation without activating the VR ?

Thanks you very much

Just realized I posted the same question. I’m interested in this as well.

I am trying this question on other forum and stuff

https://stackoverflow.com/questions/45218778/unity-unityengine-vr-getlocalrotation-without-vr-enable
https://stackoverflow.com/questions/45039451/unity-get-back-vr-input

No success for now.

Ok, I finally managed to something terrible.

I download the Cardboard API 0.5
Then, I use a CardboardMain prefab, and set the Distortion correction to None
I create after one update (yield return null) a new camera to replace to deactivated one from Cardboard API
I can retrieve the gyroscope modification by following the Head from the CardboardMain prefab

Good luck, tell me if you find better !

Ps : I am using this technic in this app : http://lightgunmouse.com/

I’m using Google Cardboard version 0.6 currently for a VR project. That’s the best version as it’s the highest version before Google changed over to GVR. So now I can make mobile VR games that don’t require Unitys VR mode enabled or the Google VR services app downloaded on phone, and it’s also possible to switch VR mode on and off without causing a crash.

Orion, you should be able to just toggle Cardboard.SDK.VrModeEnabled true or false to turn VR on or off, you can still monitor rotation of CardboardHead.

I experiencing a huge drift problem using this technique. Any idea to improve this ? Thanks