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Started development on Oculus GO, camera problems with switch to Vive

Discussion in 'VR' started by NAI7804, Jul 22, 2018.

  1. NAI7804

    NAI7804

    Joined:
    Oct 3, 2015
    Posts:
    2
    I have a nice working VR program that was originally developed with 6 DoF (Degrees of Freedom) in mind, but still works fine with 3 DoF on Oculus Go and Cardboard. The player was stuck in a fixed spot, with head movement being allowed but no free-range movement around the environment.
    My colleagues and I recently began testing on the HTC Vive, I know it has 3 and 6 DoF hybrid tracking. Now the camera is able to move freely and it does not look very good. We want it to look and play the same across all devices.

    Anyone experience similar problems, and have any advice?
     
    Last edited: Jul 22, 2018