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Disable positional head tracking in EditorVR mode

Discussion in 'EditorXR' started by cfi_xr_1, Apr 9, 2018.

  1. cfi_xr_1

    cfi_xr_1

    Joined:
    Feb 14, 2018
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    Is there a way to disable positional head tracking in EditorVR mode? I would like to use only the orientation of the headset, since I'm developing for 360 video (which does not work very nicely with positional tracking).

    I do want to use positional tracking of the controllers, so I think the origin of the controllers would need to match the fixed position of the headset.

    I use an Oculus Rift with Unity 2017.3.
     
  2. Invertex

    Invertex

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    Nov 7, 2013
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    I'm not familiar with the API, but a hacky workaround for now could be to simply put a script on your camera that sets the camera position to a specified position in LateUpdate(). If that doesn't work, you could make a second camera that has a script that merely reads the rotation value of the head controlled camera, and don't have the head-controlled camera render anything.
     
  3. cfi_xr_1

    cfi_xr_1

    Joined:
    Feb 14, 2018
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    thank you for the tip. I have already tried setting the camera position to a fixed value, however it is unclear to me how to access the camera that is used to render the editorVR view, since this seems to be a different camera than the one displayed in the game hierarchy. Any tips on this?
     
  4. Invertex

    Invertex

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