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GoogleVR look down angle limitation

Discussion in 'AR/VR (XR) Discussion' started by elpuerco63, Jul 29, 2016.

  1. elpuerco63

    elpuerco63

    Joined:
    Jun 26, 2014
    Posts:
    271
    Is there a reason for the look down angle being fixed so that when looking down you are unable to look directly down?

    So with a circular menu the reticle remains in the top section of the circle. Then by facing the other way I cannot even get the reticle to reach the menu?

    I've so far been unable to find the bit of code that restricts the angle.

    Any help please?
     
  2. dolims

    dolims

    Joined:
    Sep 13, 2014
    Posts:
    61
    It's done in EditorDevice.cs, which only applies when you play in the editor. Following the same idea from Unity's old MouseLook script, where the down (and up) angle don't go all the way to 90 degrees, because the view will spin like a mad top, just from a slight mouse twitch when you are at that angle.
     
    elpuerco63 likes this.
  3. elpuerco63

    elpuerco63

    Joined:
    Jun 26, 2014
    Posts:
    271
    Hi although that file no longer exists, your answer makes sense and so I fixed my menu logic to fit my needs, thanks for the heads up..no pun intended ;-)
     
  4. dolims

    dolims

    Joined:
    Sep 13, 2014
    Posts:
    61
    elpuerco63 likes this.