Hi Guys,
getting frustrated with this one :/
I'm trying to move the head of my first person mesh with the Oculus. So if the Oculus turns left, the head of the character does. If the Oculus looks right, the head does also and so on.
Simple parenting the head joints under the cameras didn't solve the problem. This just results in odd head orientations.
What I also did:
creating a vector3 variable and a state with a "Get Rotation" action parameter on it. It stores the vector3 data from the Oculus (CameraRight). This vector3 Variable is now been used with the "Rotate" action with the Headjoint as the game Object.
If the game starts the head of the character permanetly rotates, it looks like some crazy headbanging or exorcist stuff
. I guess this comes from the fact that the oculus permanently sends data to the rotate action even the oculus stands still.
this can't be so difficult, there are some videos on the net and lots of forum topics on developer.oculusvr.com witch suggestions for this set up. But the thing is nobody posts a tutorial or some deeper informations. Just some piece of Code which i don't understand (that's the reason i bought playmaker)
some examples what it should look like:
or this example:
(he also uses playmaker but i guess with self written code)
please help me. Each suggestions are welcome