How do i rotate object on y-axis based on rotation of oculus?
Hi there, I want to do fairly a simple job yet i haven't come across a good way of doing it, what i want to do is rotate my player capsule on y-axis based on HMD's rotation on y-axis so that player faces the direction the player looks in. The following lines of code rotate capsule on all axis which i don't want.
Update(){
Quaternion Angles=InputTracking.GetLocalRotation(VRNode.Head);
transform.rotation=Angles;
}
I want something like
Update(){
Quaternion Angles=InputTracking.GetLocalRotation(VRNode.Head);
transform.rotation=Quaternion.Euler(0,Angles.Y,0);
}
that should restrict the rotation of player only on y-axis such that the player faces the direction it looks in. But it doesn't do anything at all. what could be a way to get this thing done?
Answer by N3ms · Dec 04, 2015 at 08:54 PM
Simply:
Update()
{
Quaternion angles = InputTracking.GetLocalRotation(VRNode.Head);
transform.rotation = Quaternion.Euler(0, angles.eulerAngles.y, 0);
}
You will probably need to transform the rotation from "tracking space" to "world space", by post-multiplying an offset Quaternion (rotation from tracking to world space).
I have not tested this code.
@N3MS thankyou dude, it worked like a charm, is there any way to get a reference of emitted particles? like camera smoothly following a particle?
Answer by demonixis · Dec 04, 2015 at 11:57 AM
Hi, I try to do the same thing, I tested some tricks but nothing has worked as expected.
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