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Dive Sensor look limits

Dive Sensor look limits

by pyratej on Sep 5th, 2014 21:56 PM

Has anyone played with limiting the area in which the user can look in VR space? Somewhat in the view of how the mouselook.cs can have limits on how much it can rotate?

I have a desk scene that'd i'd like to keep within the front of the viewer within a range, so that when the VR kit is handed off to another person they are not stuck search for which direction the desk is in.

Thoughts?

Thanks,
Jason

pyratej

Posts: 12

Joined: 27.08.2014


Re: Dive Sensor look limits

by iulius2000 on Sep 18th, 2014 07:16 AM

I want to make a 3d menu, but I can't limit the camera view.

Also, when I start the scene in the Unity editor, the camera have a correct orientation. When I start the scene in an Android device, the camera is rotated by 180 degrees and I can't modify it's rotation from the code.

Does anyone know how to do this????

iulius2000

Posts: 4

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Re: Dive Sensor look limits

by mptp on Sep 18th, 2014 08:06 AM

If I were to be blunt: do not do this!
It's very important that to have comfortable VR experiences, the camera follows the users head at all times. Failing to do this will make almost all users very uncomfortable, potentially even sick.

It's easy enough to say 'look that way' when you pass the device over.

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Re: Dive Sensor look limits

by iulius2000 on Sep 18th, 2014 09:18 AM

Your answer is a good advice. What I want to do is a Menu with some items which can be triggered by looking over them.

What can I do with the default orientation of the camera? Why is the camera rotated by 180 degrees at the beginning of the Unity scene?

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Re: Dive Sensor look limits

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Posts: 1

Joined: 09.12.2021


Re: Dive Sensor look limits

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