问题描述
我正在使用Oculus Quest开发一个VR场景。我需要在用户的视线下方放置一个立方体,并在其下方放置几个单位。用户移动时,多维数据集必须移动。例如。如果用户转动或移动多维数据集,则用户始终保持在前面以确保其位置。我该怎么办?
我应该将OVRCameraRig的位置和旋转应用于立方体吗?但是我从StackOverflow问题Unity3D Getting position of OVRCameraRig中获悉,OVRCameraRig不会移动,需要考虑CenterEyeAnchor的详细信息。
我可以如下提取CenterEyeAnchor旋转和位置吗?
OVRCameraRig overCameraRig;
var position = overCameraRig.centerEyeAnchor.position;
var rotation = overCameraRig.centerEyeAnchor.rotation;
//OR should I use lines below?
var position = overCameraRig.centerEyeAnchor.transform.position;
var rotation = overCameraRig.centerEyeAnchor.transform.rotation;
如果要解决此问题,如何将提取的部分和CenterEyeAnchor的旋转应用于多维数据集gameObject?
我尝试了以下脚本并将其添加到多维数据集中,但是该多维数据集并未随用户移动而移动。
此外,我看到“测试位置”日志,但没有“正常”或“变换”日志。
public class MoveCube : MonoBehavIoUr
{
private OVRCameraRig overCameraRig;
public float offset = 10;
private GameObject itemObject;
private float distance = 3.0f;
// Update is called once per frame
void Update()
{
Debug.Log("Test position");
Debug.Log("normal " +overCameraRig.centerEyeAnchor.position);
Debug.Log("Transform " + overCameraRig.centerEyeAnchor.transform.position);
if (itemObject != null)
{
itemObject.transform.position = overCameraRig.centerEyeAnchor.transform.position + overCameraRig.centerEyeAnchor.transform.forward * distance;
itemObject.transform.rotation = new Quaternion(0.0f,overCameraRig.centerEyeAnchor.transform.rotation.y,0.0f,overCameraRig.centerEyeAnchor.transform.rotation.w);
}
}
}