First Person Camera Setup ========================= The actor framework supports a special first-person camera setup that places the camera inside the actual player model's head and can be controlled by mouse as well as by matching the eye position of a virtual reality HMD. The model's head, neck and optionally also the upper part of the spine will be posed to realistically follow the direction the player is looking. For virtual reality, however, Unity's InputTracking component will update the position of the active camera in response to the movements of the player's head, thus active camera must not be a child of the model's head, neck or upper spine bones -- otherwise there would be a cylic dependency. Recommended Camera Setup ------------------------ PlayerDude (HeadPoser, MouseLookHeadController, VirtualRealityHeadController) + Rig + Spine + Chest + Neck + Head + EyePosition + CameraRoot + EyeCamera The "MouseLookHeadController" needs to be configured to copy the EyePosition transform to the EyeCamera. - When the game runs in "Controller" mode, the mouse will move the Chest, Neck and Head bones around and the EyeCamera will be placed whereever the EyePosition ends up. The VirtualRealityHeadController will not do any work. - When the game runs in "Virtual Reality" mode, the HMD will update the position of the EyeCamera itself and the VirtualRealityHeadController will make the Chest, Neck and Head bones follow the EyeCamera position. The MouseLookHeadController will do nothing.