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Question by christopf · Dec 22, 2016 at 11:07 PM · inputoculus riftrotation detection

How to translate InputTracking.GetLocalRotation into WorldSpace?

If i'm understanding right, InputTracking.GetLocalRotation is a relative to it's parent value? So when i have my Oculus on and look around, the GetLocalRotation value is telling me the offset to the camera?

Where i'm heading: I have a space where the player can walk on all surfaces and with that his transform.up value is changing all the time. Now i would like to have the oculus looking (as it works perfectly without editing so far) connected to the x-axis mouselook of the character which transform his transform.rotation (around the up-axis i guess).

Atm i'm totally clueless how to get more out of the given value by InputTracking. Maybe a night full of sleep will help :>

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Answer by christopf · Dec 23, 2016 at 05:57 PM

1# hint

http://stackoverflow.com/questions/22157435/difference-between-the-two-quaternions#22167097

2# hint

http://answers.unity3d.com/questions/1105003/how-do-i-rotate-object-on-y-axis-based-on-rotation.html

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Answer by ShawnFeatherly · Mar 22, 2018 at 07:43 PM

According to https://docs.unity3d.com/Manual/VROverview.html#UnderstandingTheCamera having the Main Camera childed to a gameobject who's up value is changing is the recommended way to go.

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