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Disabling Oculus Rift tracking

Hi all,

I'm in urgent need of a way to disable the automatic translation of the Rift's X, Y and Z movements into camera movements. I understand this is bad practice for VR development, but it's needed specifically for an experimental condition. What I need to achieve is using the Rift purely as a display monitor, without any kind of tracking. The player will use a controller for all camera input.

I'm currently using Mitchemmc's VR template, but it seems to feature no way to do what I require.

This is very urgent, I would really appreciate any swift replies!

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asked Apr 09 '15 at 10:55 AM in Blueprint Scripting

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Beacon
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avatar image NoobsDeSroobs Aug 20 '15 at 01:53 PM

did you find any solution to this?

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2 answers: sort voted first

Just don't connect the camera to the computer it will automatically disables the camera tracking. after that you just need to reset the oculus once using "Reset Orientation and Position"

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This worked for me.

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answered Apr 09 '15 at 01:50 PM

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ganeshpingale
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avatar image Beacon Apr 09 '15 at 02:00 PM

Thanks for your reply,

Using Reset Orientation and Position just resets the tracking to its original position - it does nothing to disable it from that point?

avatar image ganeshpingale Apr 09 '15 at 02:32 PM

just don't plug the positional tracking camera to the computer it disable the tracking

avatar image Beacon Apr 09 '15 at 02:45 PM

I need to disable rotational as well as positional tracking, that's the problem.

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Hi Beacon did you succeed in this?

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answered May 24 '16 at 08:52 PM

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momax
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