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votes

I am working on the Oculus project, The player character for my simulation in Unity. in which I have firstperson controller, I have created game object of player in which I put FPCamera as a child and character's body.

Issue: When I attach my oculus camera it detached from the body and with the Oculus headset movement, FPcamera act as a separate view from the body. the body does not rotate and remain static even though FPcamera is moving according to the headset. However it works fine if I disable oculus and move the character with the mouse, I can see my body and move left right everything with all animations. I have the following link for the oculus controllers integrations in my project https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 (Oculus integration)

here is a link which I have to achieve for my project, my FirstPerson should be like this in Oculus. you can see that the movement is with accuracy according to its headset movements https://www.youtube.com/watch?v=7GpxsI-Tag

Note: I am using Unity 2017, there is no crash report in the project

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1 Answers

0
votes

First of all send the correct link for the video please.

When i create a new scene and I want to implementate the oculus player,cameras and hands I make this:

  1. Find "OVRplayercontroller" prefab and drag to the scene
  2. Find "CustomHandLeft" and "CustomHandRight" and drag to the scene
  3. Go to the child object in OVRplayercontroller>OVRcameraRig>TrackingSpace
  4. Then selec the 2 hands
  5. And drag the TrackingSpace object to the "Parent transform" property in the OVRGrabber script in the 2 hands

Hope it helps you