Greetings!I've applied VR to my third person controller in Unity but
headtracking is turning my player, resulting in some pretty drastic
spirals when looking behind the player.I am struggling to figure out
where the headtracking is being applied in t...
The Vive Pro does not make the Rift worse. It just makes the Vive Pro
better.Is the Rift a piece of junk because GearVR screens are at a
higher resolution?This is "I need to buy the next phone because it's the
latest" thinking.I own a Vive. I'm not u...
As long as you're good with the next person who walks up to you asking
to touch something of yours. Remember, YOU don't get to decide who it is
or what they want to touch.
Another update: Removing the MainCamera tag from the Camera has
decoupled head-tracking from player movement.It has also defaulted to
tank controls for the player (the system notes that camera orientation
is needed for standard controls) so I will wr...
An update:I asked this question on the Unity forums and a Unity rep has
replied that it's actually an issue with Unity, not a script.I'll go
ahead and build my own third-person controller to get around it.
Have you tried playing with the adjustment on the side of the Rift? When
I first got my Rift I was very frustrated by the blurriness until I
finally adjusted the mask spacing.