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FPSController + Oculus Rift Producing Camera Position Jitter
I'm using the FPSController
standard asset from Unity 5.2.0f3
with Oculus Rift DK2
with Runtime 0.6.0.1
(I've also tried 0.7.0.0beta
) on Windows 8.1
.
When I enable Virtual Reality Supported
in the Player settings and attach my Oculus Rift, most things work as expected -- I can see through the OR and turn my head to see stuff around me.
However, the reported camera orientation doesn't agree with what's being seen in the display. This becomes most apparent when I attach a canvas that renders directly to the camera.
The canvas contents jump around nonstop, even when nothing is moving and head bobbing is turned off, and the OR device is resting on a table. If I draw a debug ray with the camera's Forward
vector, it agrees with the canvas's position -- it jumps around nonstop.
When the OR device is disconnected, everything in-world is rock solid.
Why is the camera's reported orientation changing so rapidly, and how come it doesn't agree with what's actually being shown in the camera?
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