在 Unity 5 中更改相机 (Oculus Rift) 位置

Changing Camera (Oculus Rift) Position in Unity 5

使用 Unity 5.1Oculus SDK 0.6 以及新的内置 Virtual Reality Supported 复选框,我似乎无法在 VR 中更改相机的位置。

当然我可以更改相机的 Tranform Position 组件编号(即 x 和 y 和 z)但是当我 运行 在播放模式下时,很明显 Oculus 的 看到相机没动

如何 move/change Oculus 的视角来调整通过 2 个镜头看到 Unity 世界的方式?

添加一个父级 GameObject 到相机并移动那个,不要修改 VR 相机。

扩展 Krzysztof 的回答,我通常使用这样的东西(我将这个组件附加到 VR 相机,给它一个空的游戏对象作为父对象,然后将该游戏对象设置为 vrCameraHolder):

[RequireComponent(typeof(Camera))]
public class VRPlayer : MonoBehaviour
{
    // set to be the parent of this object
    public Transform vrCameraHolder;

    // simple utility functions
    public static Quaternion LocalToWorldRotation(Transform t, Quaternion localRot)
    {
        return t.rotation * localRot;
    }
    public static Quaternion WorldToLocalRotation(Transform t, Quaternion rot)
    {
        return Quaternion.Inverse(t.rotation) * rot;
    }

    // Gets the body part position in world space
    public Vector3 GetBodyPartPosition(UnityEngine.XR.XRNode bodyPart)
    {
        return vrCameraHolder.localToWorldMatrix.MultiplyPoint(UnityEngine.XR.InputTracking.GetLocalPosition(bodyPart));
    }

    // Gets the body part rotation in world space
    public Quaternion GetBodyPartRotation(UnityEngine.XR.XRNode bodyPart)
    {
        return LocalToWorldRotation(vrCameraHolder, UnityEngine.XR.InputTracking.GetLocalRotation(bodyPart));
    }

    // moves entire player body so that this becomes true
    public void SetBodyPartPosition(UnityEngine.XR.XRNode bodyPart, Vector3 pos)
    {
        Vector3 bodyPartPos = vrCameraHolder.localToWorldMatrix.MultiplyPoint(UnityEngine.XR.InputTracking.GetLocalPosition(bodyPart));
        vrCameraHolder.position += pos - bodyPartPos;
    }


    // if you want to change rotation you should probably only use this to keep the headset tilted the same way (y axis is up, so 0 is forward along x axis, 180 is backwards along x axis, 90 and 270 are along z axis, etc.)
    public void SetBodyPartYRotation(UnityEngine.XR.XRNode bodyPart, float yRot)
    {
        Vector3 curRot = GetBodyPartRotation(bodyPart).eulerAngles;
        SetBodyPartRotation(bodyPart, new Vector3(curRot.x, yRot, curRot.z));
    }

    // rotates entire player body so that this becomes true (but doesn't change position)
    public void SetBodyPartRotation(UnityEngine.XR.XRNode bodyPart, Quaternion rot)
    {
        Quaternion curWorldRot = GetBodyPartRotation(bodyPart);
        Quaternion cancelOutWorldRot = Quaternion.Inverse(curWorldRot);
        float angle1;
        Vector3 axis1;
        cancelOutWorldRot.ToAngleAxis(out angle1, out axis1);
        Vector3 bodyPartPosition = GetBodyPartPosition(bodyPart);
        vrCameraHolder.RotateAround(bodyPartPosition, axis1, angle1);
        // now player rotation = not rotated
        float angle2;
        Vector3 axis2;
        rot.ToAngleAxis(out angle2, out axis2);
        vrCameraHolder.RotateAround(bodyPartPosition, axis2, angle2);
    }

    // rotates entire player body so that this becomes true (but doesn't change position)
    public void SetBodyPartRotation(UnityEngine.XR.XRNode bodyPart, Vector3 eulerAngles)
    {
        SetBodyPartRotation(bodyPart, Quaternion.Euler(eulerAngles));
    }
}