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Question by RnD123 · Aug 06, 2016 at 01:59 PM · unity 5oculusitweenvector3.lerpitweenpath

iTween Path and Samsung Gear VR

I'm using iTween Path to move the camera around my scene. It works fine if I play it in Unity or even if I export it as a simple apk file and load on any device, but if I put the phone in the vr device it stops moving, it just stands in one spot while everything else works.

I've tried assigning iTween to other objects and they do not work either. Using Vector3.Lerp works.

What could be the problem? The phone is Samsung Galaxy s6.

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avatar image hphillip21 · Apr 21, 2017 at 08:54 AM 0
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So, I'm having the same problem, except that the solution provided ends up moving my position in the game when my head moves rather than rotating and remaining in it's location.

Am I doing it wrong? Should use something instead of ITween?

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Answer by RnD123 · Aug 06, 2016 at 08:21 PM

This what solved it, taken from unity manuals

The camera transform is overridden with the head-tracked pose. To move or rotate the camera, attach it as a child of another GameObject. This makes it so that all transform changes to the parent of the camera will affect the camera itself. This also applies to moving or rotating the camera using a script.

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Answer by ikerion · Aug 17, 2016 at 09:55 AM

Will you please post an example?

I have the same problem I'm using the "Slided" asset, It moves ok on editor, but won't run with Gear VR.

I placed the camera under a new object called "CamRig" but I get the error saying a script is trying to acces the cam on CamRig but it doesn't have a cam attached to it.

I'm also using a Galaxy S6

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avatar image RnD123 · Aug 17, 2016 at 10:15 AM 0
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You should manipulate the new parent object, camrig in your case, instead of accessing the camera. I'm not sure what slided asset is but if youre transforming position of the parent object the child camera will follow.

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