jarileon Posted June 20, 2017 Share Posted June 20, 2017 Hi all. I am making an application with Unity where I wan the Vive HMD control a dummy gameobject, which is NOT the GameObject where the camera(s) are located. The cameras would be under a separate game object, which I would move on every frame based on the dummy objects position and rotation. The reason for this is I want to apply a multiplier to the HMD movement - for example when HMD moves 10 inches in the real world, I would want the VR camera to move 200 inches (when the multiplier is set to 20). I looked at the CameraRig prefab, but could not figure out how to achieve the desired behavior. Do I need to dig in deeper to the vive API? Any help in how to accomplish this would be much appreciated! Link to comment Share on other sites More sharing options...
jarileon Posted June 29, 2017 Author Share Posted June 29, 2017 I figured out a solution to this. In case someone else needs to achieve the same kind of behavior, it can be achieved by adding a parent object to the camera rig and setting its scale to 0,0,0. This disabled the HMD movement. Then I simply re-enable the movement by doing this in Update(): transform.position = InputTracking.GetLocalPosition(VRNode.Head) * positionScalar; Link to comment Share on other sites More sharing options...
HackPerception Posted June 29, 2017 Share Posted June 29, 2017 Thanks for adding your solution! I'm sorry I wasn't able to help on this one (I'm a UE4 dev) but I'm glad you were able to figure everything out. Link to comment Share on other sites More sharing options...
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