In a 360 VR video, if the camera takes a steep left/right turn i.e. 90-degree clockwise/anticlockwise rotation along the Y-axis, the VR viewer also has to rotate their chair and tilt the head 90 degrees. Is there a way to keep the VR viewer static in such a situation? I am not able to find any information on this online, can you help me with the relevant terms and concepts. My specific problem: I made a 360 VR video in which the viewer is flying on a dragon, camera mounted on the dragon, so the POV of the camera and the dragon is the same after recording. The problem is when I view this with my Head Mounted Display, Oculus Quest 2, whenever the dragon turns left (anticlockwise along the Y-axis ) I also have to tilt my head left and rotate my chair. The other problem is, that a new viewer won't know when the dragon will turn left, opposite to how in a VR rollercoaster, the path is already laid. EDIT: edited the language as suggested and explained a bit more. EDIT 2: I have uploaded 2 video recordings (by Unity recorder) of the same 15 second simplistic gameplay. game view 360 of the same game view https://drive.google.com/drive/folders/1fECYn_XnQmJeZtAgayxvPKIP8BAgeqwO The game view is how I want to see when I wear a Head Mounted Display. But, in the 360 view recording, I can't understand why the POV becomes different when there is a rotation, despite both the recordings being done by the same main camera.