04-19-2016 01:55 AM
04-19-2016 04:49 AM
04-19-2016 08:47 AM
04-19-2016 06:30 PM
vrdaveb said:
A much more comfortable way to do this is to make the Camera a child of another GameObject -- let's call it the tracking space object -- and then change the position and/or scale of that object. In the Oculus Utilities for Unity, we have a prefab called OVRCameraRig that includes a tracking space object. Anytime I need to change the head pose or scale each frame, I write a script with a handler for OVRCameraRig's UpdatedAnchors event, which fires at the right time to avoid stuttering or feedback due to Unity's tracking updates. There have been some other threads on this, such as https://forums.oculus.com/community/discussion/comment/338568#Comment_338568.