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Question by blindmen · Sep 11, 2015 at 04:38 PM · oculusoculus rift

How to disable Oculus head input tracking

Dear all I need to set my camera to be fixed and pointing to the same position regardless of the head movements.

I've found UnityEngine.VR.InputTracking.Recenter() where I can recenter, but it's probably not the best option to use in update method ...

Can I somehow disable headtracking and set camera position to be fixed?

many thanks

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avatar image elhongo · May 04, 2016 at 01:22 PM 0
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Any news on this topic?

avatar image BigHandInSky · May 04, 2016 at 04:03 PM 0
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I had the same problem with the HTC Vive, now it may not exist, but with the S$$anonymous$$mVR package I dug into the positioning of the S$$anonymous$$mVR objects, (S$$anonymous$$mVR_TrackedObject.cs) which had a couple lines of code in there for positioning a given S$$anonymous$$mVR object - in that case I didn't need the Vive controllers so I was able to have it be a general hack.

I haven't played with the Oculus plugins so this may not exist, but perhaps there's a positioning script in the Utilities you could find and put a couple of booleans to control?

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Answer by elhongo · May 04, 2016 at 07:29 PM

Found the solution.

When you say head input tracking, I assume you are referring to the Position Tracking.

To disable it: - First import the Oculus Utilities - In the folder OVR-> Scripts, there is a script called: OVRManager. Add this script to your camera. - Deselect the option "Use Position Tracking"

As simple as that.

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avatar image tinaaaaalee · Aug 27, 2020 at 04:45 AM 0
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it doesn't work for me, still tracks head position

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Answer by FortisVenaliter · May 04, 2016 at 04:57 PM

You're probably going to need to selectively disable and rewrite parts of the Oculus plugin code to do so. I don't believe it's written into the framework because it simply should not be done. Head tracking is enabled even in loading screens for Oculus because turning it off is a one-way trip to vomit town. Our brains aren't good at handling a sudden loss of autonomy.

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Answer by 7a · May 04, 2016 at 06:19 PM

I was synchronizing Oculus camera/player controller with 3Drudder so had to find and override Y rotation.

For all three axis must work like this:

https://github.com/real7a/OVRi/blob/master/Assets/OVR/Scripts/Util/OVRPlayerController.cs line 326

transform.rotation = Quaternion.Euler(euler);

change to = Quaternion.identity for fixed zero orientation;

Hope it helps :)

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