Controlling position/orientation of the camera in Unity


#1

Why does the BESimulatorPoseController keep its own orientation and position? Why doesn’t it manipulate a Transform? This makes it really difficult to do anything in this environment. I assume that all of the scripts are just an example, and should not really be used for real applications.

Thanks,

Blaine


#2

It seems like I need think about this MR environment differently. If I want to control someone’s view in a virtual model, I need to move the model, not the actual user, in the world coordinate system. Since this PoseController only works in the Editor, I shouldn’t change it, since it won’t work in the bridge environment. If there are any pointers or documents that help develop in this environment (besides the Getting Started document), let me know.

Thanks!