Player & Camera Settings

The camera settings vary based on the Player View. Shoulder offset and Distance from the player, both of which can be changed in-game.

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The package includes the character selection asset which has been configured to fit seamlessly, but it is optional. You can add as many character models as you need, and the mechanics of the character selections screens are the same as the CS for 3rd person.

This package also includes presets for character position and rotation settings for each of the most common character model orientations. However, you can also set your own using the custom option.

The crucial parameters are the Hand and Head Rotations. The Hand offset is essential to align the Character Hands with the VR Controllers. You may need to experiment with these settings, but we have provided VR Offsets in the code for popular characters like Mixamo, Synty and RPM characters. These are as follows:

Character Preset Head Rotation LeftHand Rotation RightHand Rotation
LabMan 0f, 0f, 0f -90f, 90f, 90f -90f, -180f, 0f
Mecamin 0f, -90f, -90f 90f, 90f, 0f -90f, 0f, 90f
Unity 3rd 0f, 0f, 0f -90f, 90f, 90f 0f, 90f, 90f
Unity 3rd Alt 0f, 0f, 0f 180f, 90f, 90f 0f, 90f, 90f
Synty 1 0f, 0f, 0f -90f, 0f, 90f 90f, 0f, 90f
Synty 2 0f, 90f, -90f 90f, 90f, 0f 90f, 0f, 90f
Mixamo 0f, 0f, 0f 0f, 90f, 90f 0f, -90f, -90f
Ready Player Me 0f, 0f, 0f 0f, 90f, 90f 0f, -90f, -90f
Custom 0f, 0f, 0f 0f, 0f, 0f 0f, 0f, 0f

You will need to add settings for the collider and you can add footsteps sounds if you want.

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Other settings in this section apply to all character models. Settings like move speed, rotation speed, spawn point etc, apply to all models, but they can be changed using a trigger and script.

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Desktop (Off-Head) Camera Setup

When Auto PC to VR is enabled, taking the headset off switches rendering from the stereo XRRigCamera to a flat desktop MainCamera. That MainCamera must be a plain, non-stereo camera.

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Set the desktop camera's Target Eye to "None" (the Camera component's Target Eye field in the Inspector). If it's left at the default of "Both", the camera still requests stereo output — this usually goes unnoticed the first time the headset comes off, but once the XR display has actually engaged (i.e. after the headset has been worn at least once), switching back to that camera can produce a split, single-eye-only image instead of a normal flat view. This is scene-specific data, so it must be checked on every MainCamera you set up for off-head play, not just the one in the example scene.