I have an Optitrack system with Motive Body v1.10 and I'm using your recent Unity integration (v1.0.1) with an Oculus CV1 in Unity v5.5 I would like to:
- Have my avatar (of a different appearance and size than the user) following the Optitrack Skeleton through the Skeleton Animator. This step is working, even if I believe my avatar's head follow the neck of the Optitrack Skeleton and not its head.
Have the Oculus on the user's head, but positioned at the avatar's head position. This step is working IF I use the Unity Integration Plugin of Oculus and then decide to not use Oculus's tracking position AND to not use the Oculus as an "Optitrack rigidbody", but as a child of the avatar's head (or following the position / rotation of the avatar's head without being in the avatar's hierarchy).
Have the Oculus following the rotation of the user's head. Here is tricky part, when my user turn a bit, the Oculus doesn't follow the rotation of the user's head in a realistic fashion, it's like there is some kind of offset or some kind of incorrect axis. It's hard to explain, since we are not sure from where could come from.
Thanks in advance!