在Unity 5中改变Oculus Rift相机的位置

3
使用Unity 5.1和Oculus SDK 0.6以及新的内置"Virtual Reality Supported"复选框后,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"组件数字(即x、y和z),但当我在播放模式下运行时,显然Oculus的"视觉相机"没有移动。如何移动/更改Oculus的视角,以调整通过2个镜头看到的Unity世界?
2个回答

4
在相机中添加一个父级 GameObject ,将其移动,不要修改VR相机。

感谢ChanibaL。每个新项目都带有的“Main Camera”是否与当您选中“Virtual Reality Supported”选项时Oculus使用的相机相同?您所说的VR相机是什么意思?自从消除了“OVR”预制件等等之后,当您勾选Unity VR框时实际发生的事情(例如相机方面)让我感到困惑。您能否解释一下这个问题?谢谢。 - user285372
2
基本上与“OVRCamera”预制件发生的事情相同,只是您无法在编辑器中对其进行控制。真遗憾。不确定是否存在类似层次结构中的运行时添加游戏对象(每个眼睛的摄像机等)。如果您还没有,请查看官方文档 - Krzysztof Bociurko

2

在Krzysztof的回答基础上,我通常会使用类似于这样的代码(我将此组件附加到VR相机上,将一个空游戏对象作为其父级,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));
    }
}

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