I am working on a project that uses the Oculus Rift to conduct experiments in vision science. To do this, I want to be able to control the position and angle of the left and right eye cameras independently and to disable head tracking. I used to be able to do this in the Unity 4 Oculus dev kit, but Unity 5 seems to assume every camera must always be controlled by the head-tracker, and there doesn't seem to be any way to override it. Is this true?
If so, it seems like a major oversight. Not...
Disabling head tracking
If so, it seems like a major oversight. Not...
Disabling head tracking