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Question by Bentoon · Nov 17, 2016 at 05:11 PM · c#vrcamera-movementparent transform

Main Camera movement controlling others, rendering to texture

Hello !

I have a VR scene with several planes that display Render Textures (from other cameras at different locations in my scene...)

These other cameras that out put to the Render Textures have a script (below) that moves them like the Main VR camera moves...

The problem is the movements of the smaller cameras don't stop but keep going with momentum after I stop moving the Main one...

One possible work around I clamp them to only move 90º on each axis?

Ideas?

Thanks

MAIN CAM:

public class VRCamMain : MonoBehaviour {

  // capture the Cam initial Pos 
  public float initPosX;
  public float initPosY;
  public float initPosZ;
  public float initRotX;
  public float initRotY;
  public float initRotZ;
 
  //Storing the main Cameras mov values to pass to secondary cameras
  public float VRposX;
  public float VRposY;
  public float VRposZ;
  public float VRrotX;
  public float VRrotY;
  public float VRrotZ;
 
  void Start()
  {
      initPosX = Camera.main.transform.position.x;
      initPosY = Camera.main.transform.position.y;
      initPosY = Camera.main.transform.position.z;
      initRotX = Camera.main.transform.rotation.x;
      initRotY = Camera.main.transform.rotation.y;
      initRotZ = Camera.main.transform.rotation.z;
 
  }
 
  void Update()
  {
      //Capture change in pos & rot minus initial 
      VRposX = Camera.main.transform.position.x - initPosX;
      VRposY = Camera.main.transform.position.y - initPosY;
      VRposZ = Camera.main.transform.position.z - initPosZ;
      VRrotX = Camera.main.transform.rotation.x - initRotX;
      VRrotY = Camera.main.transform.rotation.y - initRotY;
      VRrotZ = Camera.main.transform.rotation.z - initRotZ;
  }
 

} SECONDARY CAMS:

public class VRCamSmall : MonoBehaviour {

  // this calls the Main camera Script to get its values
   VRCamMain  _VRCamMain;
  // storing myCamera positions locally
  private float posX;
  private float posY;
  private float posZ;
  private float rotX;
  private float rotY;
  private float rotZ;
  //naming ind camera
  public GameObject myCamera;
 
 
  //these are coming from other script 
  public float VRposX;
  public float VRposY;
  public float VRposZ;
  public float VRrotX;
  public float VRrotY;
  public float VRrotZ;
 
 
  void Start()
  {
      _VRCamMain = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<VRCamMain>();
     posX = myCamera.transform.position.x;
     posY = myCamera.transform.position.y;
     posZ = myCamera.transform.position.z;
     rotX= myCamera.transform.rotation.x;
     rotY= myCamera.transform.rotation.y;
     rotZ= myCamera.transform.rotation.z;
  }
 
  void Update()
  {
      posX = posX - _VRCamMain.VRposX;
      posY = posY - _VRCamMain.VRposY;
      posZ = posZ - _VRCamMain.VRposZ;
      rotX = rotX - _VRCamMain.VRrotX;
      rotY = rotY - _VRCamMain.VRrotY;
      rotZ = rotZ - _VRCamMain.VRrotZ;
      myCamera.transform.localRotation = Quaternion.Euler(rotX, rotY, rotZ);
  //    myCamera.transform.localPosition = Quaternion.Euler(posX, posY, posZ);
  }
 
 
 

}

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