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Question by basilwort5 · Jun 02, 2016 at 01:44 AM · rotationcamera rotatevirtual

With VR character's rotation is applied twice or double

I have a Gvr rig attached to my character, so the VR camera and perspective will be behind her. If she points straight and I give her movement, she goes straight. But if I use the control to turn her 90 degrees to the right, she the runs 90 degrees to her right -- or as if 180 degrees, double the 90 degrees from my control.

Character (A03, the sample Amazon)

  • A03

  • Root

  • GvrMain

Then in my script:

 move = Input.GetAxis("Vertical") * speed;
 rotation = Input.GetAxis("Horizontal");
 transform.Rotate (0, rotation, 0);
 Vector3 mvt = (move * transform.forward); 
 transform.Translate(mvt);

Any recommendation or suggestion? Thank you in advance

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avatar image basilwort5 · Jun 03, 2016 at 02:29 AM 0
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Sorry -- I don't know why "5." appears in the code block. I tried to edit and remove it but it won't go. In my real script, it is not there.

avatar image Static-Dynamo basilwort5 · Jun 03, 2016 at 02:31 AM 1
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That 5 is just denoting it is line "5" so it's easier to refer to specific line numbers.

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Answer by basilwort5 · Jun 09, 2016 at 01:51 AM

Found it -- had nothing to do with VR, but with my script. Instead of transform.Translate, add a RigidBody component to the character. Then, movement like this:

 Vector3 mvt = (move * transform.forward);  
 player.MovePosition (player.position - mvt);


I set the variable "player" to the instance of RigidBody.

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