How to Orient Player in a Real Room Model — Oculus
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How to Orient Player in a Real Room Model

JSW97JSW97 Posts: 13
NerveGear
edited June 2018 in Game Design
Heyo,

I made a true model of my work space using Sketchup and exact measurements of my room and then imported it as an .obj into Unity.  I've been using Oculus's standard assets to create my game.  I have the player controller prefab centered in the room, and the scale of things looks to be really close to correct.

My issue is in getting the initial position and rotation of the player controller exactly correct.  The room is slightly off-rot, and slightly out of position, and the player seems to be slightly too tall.  Does anyone have any tips for fixing these issues in a precise way?

Thanks everybody
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