What is the best way to play with the rotation of Oculus' OVRPlayerController?
I am trying to change the x & z rotations of Oculus' OVRPlayerController prefab through a script. For example, trying to have the player walk up a wall.
I have found the method which is resetting the playerControllers' x & z rotation back to 0 in "SimpleStickMovement.cs --> HMDResetRotation()" (class and method names are something like those) when I alter it. But I am still having trouble manipulating the player's x & Z rotations.
Answer by rh_galaxy · Jun 06, 2020 at 12:24 PM
I think you should add a Holder-object for the OVRPlayerController and there adding the rotations you want to do... An empty gameObject where you place the OVRPlayerController as a child, and then manipulate its transform.
Thanks, I think something like this might work. But so far, I've only tried it with the OVRPlayerController prefab. And it doesn't work with that, because that has a PlayerController component attached, which apparently, won't let you rotate the attached GameObject without having its y-axes facing directly up :(
Thanks though, I'll try it with another OVR prefab and post any updates here.
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