Oculus camera position appears incorrect
hi there :)
I recently switched my game over to the FPS VR template, but I have a bit of a problem with the position of the camera in 3D space.
let's say I walk up to the kitchen counter. above the counter is a cupboard.
If I play the game in normal 2D, I hit the collison of the counter at some point and the cupboard (which is around at eye height) is right in front of me. so far so good.
however, if I play the game in VR by the time I hit the collison of the kitchen counter I'm already inside the cupboard. it's like the camera is a lot more forward than it's supposed to be. unfortunately, since my level is pretty small, that also means that I constantly clip through walls and doors when I walk up to them.
has anyone experienced that before and knows a solution to this?
using 4.7 with latest vr template and latest oculus runtime by the way.
thanks a lot! chris
asked Mar 09 '15 at 03:07 PM in VR
You probably have positional tracking enabled, and this move the camera around, is that what you are talking about? Also, it's a good practice to have a "recalibrate" feature to center the camera correctly before starting the level, this way, you should be at the same place as the camera when you play normally.
Also, I know that for some reason in Unreal (at least in 4.5, it may have been fixed after that), the Camera was turn 90 degrees in relation to the character at level start. You may want to make sure that going forward in real life (toward the DK2 camera) actually does that in the game too.
Hope this can help!
answered Mar 10 '15 at 04:09 AM
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