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Disabling head tracking

Discussion in 'AR/VR (XR) Discussion' started by Wordsonplay, Nov 12, 2015.

  1. Wordsonplay

    Wordsonplay

    Joined:
    Apr 29, 2013
    Posts:
    21
    I am working on a project that uses the Oculus Rift to conduct experiments in vision science. To do this, I want to be able to control the position and angle of the left and right eye cameras independently and to disable head tracking. I used to be able to do this in the Unity 4 Oculus dev kit, but Unity 5 seems to assume every camera must always be controlled by the head-tracker, and there doesn't seem to be any way to override it. Is this true?

    If so, it seems like a major oversight. Not everyone is using the Rift to do traditional VR. Please give programmers more control.
     
    BrenusTanthul likes this.
  2. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    311
    To disable head tracking in the Native integration you can set the Target Eye value on the Camera to None. However, this will prevent you from drawing to the HMD with that camera.
     
    Nodrap likes this.
  3. CloudyVR

    CloudyVR

    Joined:
    Mar 26, 2017
    Posts:
    715
    Can the tracking be disabled and still be drawn to the HMD? I need this functionality for my HUD.
     
  4. FenyceAssets

    FenyceAssets

    Joined:
    Jan 10, 2014
    Posts:
    10
    +1 on this,
    it would be great to be able to disable the tracking but still having the contents displayed on the hmd