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Question by JGeigerMammoth · Aug 15, 2019 at 08:05 PM · rotationvrquaternion

Using a VR controller as a joystick

I'm trying to use a 3dof controller as a a joystick but I'm having trouble with the math that involves. I've been trying to create an inverse rotation by aiming the controller up and setting a a value based on the rotation of the controller, and then taking the new rotation from the controller to create an inverse rotation relative to the static value I set from aiming the controller upwards.

Problem is that if the rotation is even slightly rotated (instead of eulers of 0,90,0 being straight up the value I could retrieve would be 15,90,0) the rotation will be a bit erratic rotating when I tilt the controller in even the slightest incorrect rotation.

Essentially I just want to be able to create a local rotation from an upwards facing controller to consistently get X and Z rotations of the controller to rotate it like a flight stick, I just think I'm missing something.

Code I'm using so far:

 localControllerRotation = InputTracking.GetLocalRotation(XRNode.RightHand);
         if (OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger) > 0.1f)
         {
             setRot = localControllerRotation;
         }
         Vector3 inv = (Quaternion.Inverse(localControllerRotation) * setRot).eulerAngles;
         gameObject.transform.localEulerAngles = new Vector3(inv.x, 0, -inv.y);

Any help would be great, thanks

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