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Question by msdimilia · Jul 13, 2016 at 05:04 PM · virtualreality

Disable Vive head tracking with OpenVR?

After upgrading to 5.4.0b, the Vive tracking system seems to be embedded in the Camera component - disabling SteamVR_TrackedObject script does nothing, and disabling SteamVR_Camera also does nothing. I would like to be able to manually set the position of the headset, ideally without using the workaround of moving the play area in the opposite direction of the headset.

I understand the consequences of this in regards to motion sickness.

Thanks.

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avatar image TalZi · Mar 14, 2017 at 04:35 PM 0
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Hey msdimilia, I have the same problem- i want to be able to disable the head tracking for a specific camera in my scene, so that i can manipulate its position and rotation via script. (setting the camera as a child of an empty game object is not a good solution for me). I was wondering if you managed to solve this problem. thanks

avatar image trappist-1 · Jul 06, 2017 at 10:13 PM 0
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I am rendering a menu in front of my VR player. I have a high depth "HUD camera" that sits far from the player, this camera has culling set to only see 3D text/sprites. Problem, because the camera is forcibly being tracked I must parent my HUD objects to the actual HUD camera - this causes very noticeable jerky motion in the text and sprints of my HUD. I will continue to peruse a solution to this but so far I have found not one way to disable head tracking or force a camera to reposition. I am baffled why they made this difficult or not an option. $$anonymous$$aybe its from fear that gamers will get motion sick and not buy VR? So it was decidedly "locked out" as an option? I would say there were some definite oversights and a couple things they really didn't consider. And it has made this unnecessarily difficult to circumvent. As a developer, I don't want people getting sick either, but at the same time I would really like to be able to control the position of my cameras! It's such a simple request, what's the deal here???

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Answer by AnimeTed · Oct 07, 2017 at 05:29 PM

using UnityEngine.VR;

void Update() { InputTracking.disablePositionalTracking = true; }

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