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What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.
So far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.
Quote from: Kubold on May 12, 2014, 02:23:54 PMSo far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.Is needed to use the Oculus DevKit need of Unity Pro?