How can I make the camera move in sync with the orientation the HMD is facing? DK2+LeapMotion Pinch Utility
Hey guys,
At the moment I'm getting some trouble in making the camera movement follow the HMD camera orientation.
In Leap Pinch Utility you get a scene which has LMHeadMountedRig and a few child objects which allows you to interact with objects in the scene (just to simplify things. It's a bit more complex).
I made a script that allows me to move my camera, which is a component of CenterEyeAnchor (child of LMHeadMountedRig). The scene is played and, of course, I'm with my HMD. I can move with WASD using my script, but the problem occurs when I turn my head (let's say to the left). The reference system (axis) turn but I'm still pressing W and going in front. Like your body goes one way but your head is looking to the left.
I hope I could explain the issue. English isn't my native language, so sorry in advance if the text is a bit messy.
The script that allows me to move the camera is this (very simple, and I believe not the brightest) :
using UnityEngine;using System.Collections; public class Teste_movement : MonoBehaviour {
void Update () {
//transform.Translate(Vector3(-Input.GetAxis("Horizontal") speed Time.deltaTime, -Input.GetAxis("Vertical") speed Time.deltaTime, 0.0));
if (Input.GetKey(KeyCode.W)){
transform.Translate(Vector3.forward * Time.deltaTime,Space.Self); Debug.Log ("Moving forward");
} if(Input.GetKey(KeyCode.A)){
transform.Translate(Vector3.left * Time.deltaTime, Space.Self); Debug.Log ("Moving left");
} if(Input.GetKey(KeyCode.S)){
transform.Translate(Vector3.back* Time.deltaTime, Space.Self); Debug.Log ("Moving back"); }
if(Input.GetKey(KeyCode.D)){
transform.Translate(Vector3.right * Time.deltaTime, Space.Self); Debug.Log ("Moving right");
}
}
}--------------------------------------------------------------------------------------
I tried using FPSController, RigidBodyFPSController prefabs with LMHeaMountedRig but none of them worked.
Hope you guys can help me.
Thank you
Your answer
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