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Question by jaridgoodman · Sep 23, 2017 at 08:35 PM · rotationvrrotateoculus

rotate vr player

I have a game where the character finds an object. After finding an object, the screen goes black for a few seconds and the player starts in a new location facing a new direction. My script works fine in non-VR mode.

However, when the VR is on, the head rotation for oculus takes over and I can't restart my character facing a new direction. Rotating the character or mouse look with the following scripts does not work during VR:

void OnTriggerEnter (Collider other) { if (other.gameObject.tag == "coin") { FPC.mouseLook.m_CameraTargetRot = Quaternion.Euler(0f, 180f, 0f); } }

or

 void OnTriggerEnter (Collider other) {
 if (other.gameObject.tag == "coin") { 
 transform.rotation = Quaternion.Euler(0f, 180f, 0f); 
 }
 }

I should emphasize that the screen will be black during the forced rotation. So a person playing the game won't notice the rotation until the black screen disappears. So the forced rotation will not cause nausea or motion sickness.

The only way I can get this to work is to turn off the VR during the black screen, rotate the character, and then turn the VR back on. However, there's a little noticeable lag during the black screen. And turning the VR on and off throughout the game seems to slow things down.

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Answer by BahuMan · Oct 08, 2017 at 11:01 AM

I haven't tried this myself, but the documentation says you can't control position or rotation of the VR camera (because of the tracking).

Instead, if you want to move the VR player to a new location (or rotate them), you have to make the VR camera a child of some parent object. You can then move the parent to wherever you want.

Hope this helps!

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