Thanks.
I've read the warnings about disorienting a Rift wearer if this is done during a game. However, the project I'm working on is a motion comic. And the "director" needs to frame the shot first.
Wearers are then free to look around while the scene plays.
Since it's a motion comic it's not got the speed/flow of a typical fps game or movie.
have a look:
if it's interesting... support the project!
http://igg.me/at/maya360I'm using Playmaker for the interaction in the motion comic.
A demo scene is downloadable for Rift on the "updates tab" of that page.
BTW, I sorted the issue by using a separate "camera" NOT parented to the OVRCameracontroller.
This "director's viewfinder" camera is set to look/frame the scene, and OVRCameraController is set to follow it's orientation...
then, just before the new scene comes in, I enable the director camera, reset the OvrCameraController via "OVRDevice.ResetOrientation(0)" and then cut to the new scene.
This has the effect of the Ovrcontroller putting the new scene in front of the wearer's field of view.
I then disable the Directorview finder for the remainder of the scene... so the rift wearer is free to look around, until it's time for a new scene.