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Question by Moxonomy · Sep 14, 2017 at 02:02 PM · camerainputvrbeginnercamera follow

Trying to create a camera that follows player and mimics headset tracking(HTC Vive)

Complete and utter newbie here that's trying to shoot for somet$$anonymous$$ng that's probably outta my league, but it's my assigned task so here we go. Any help is much appreciated.

To describe the overall situation, our project is creating a virtual set and being able to view a scene in VR, with a pop up display that allows you to view parts of the scene through different cameras with different lenses, for cinematic purposes. Since the default method of implementing a HUD doesn't integrate well with the VR, I've created a plane with a render texture of a second camera in the scene. To ac$$anonymous$$eve proper angles from the perspective of the player, however, I'd like for it to mimic the orientation of the VR perspective itself.

I'm trying to basically make a second camera, separate from the MainCamera (w$$anonymous$$ch is the VR perspective attached to a RigidbodyFPSController), attach and follow the player's perspective as well as mirror the rotations and movements of the VR perspective as well. I've tried attac$$anonymous$$ng the camera as a c$$anonymous$$ld of the MainCamera and w$$anonymous$$le that worked to some degree, it gave the secondary camera $$anonymous$$gh amounts of strange shaking and jittering (especially when looking down). I then tried to make it a c$$anonymous$$ld of the Rigidbody controller. W$$anonymous$$le the movement was smoother, it didn't follow the headset tracking. I then opted to make a t$$anonymous$$rd person follow script based on a tutorial, but t$$anonymous$$s provided me with a camera that couldn't rotate (and by extension, didn't follow the VR movement at all). The script I used is as follows:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class T$$anonymous$$rdPersonCam : MonoBehaviour
 {
 
     public Transform lookAt;
     public Transform camTransform;
 
     private Camera cam;
 
     private float distance = 5.0f;
     private float currentX = 0.0f;
     private float currentY = 0.0f;
     private float sensivityX = 4.0f;
     private float sensivityY = 1.0f;
  
     private void Start()
     {
         camTransform = transform;
         cam = Camera.main;
     }
 
     private void LateUpdate()
     {
         Vector3 dir = new Vector3(0, 0, -distance);
         Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
         camTransform.position = lookAt.position + rotation * dir;
     }
 }

I figured that I might be able to better use t$$anonymous$$s script if I figured out what the input was classified as in the system for the HTC Vive's head tracking, but I'm not even sure if that's feasible. So... I'm kinda at a loss here in my inexperience, so I'm hunting for advice or solutions. Is there actually a way for me to tell the secondary camera to move according to the values given by the tracking of the Vive, or some form of workaround that can grant somet$$anonymous$$ng close to t$$anonymous$$s effect? I thought of maybe making it the c$$anonymous$$ld of the Rigidbody and then using a script to make it mirror the MainCamera values but I don't even know where to begin in that regard.

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Answer by tormentoarmagedoom · Sep 15, 2017 at 11:16 AM

Hello !

I recommend you to look at assets store . There are a lot of free camera free-license scripts to do exactly what you need.

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