Is there any sensible way to add a custom Input Type in a modular fashion or am I best to just hack my new option directly into PlayerCharacter.cs?
Basically I want a minor change in UpdateInputDirectional() so the movement is relative to the rotation from the camera position to the player, rather than relative to the camera's rotation which would normally follow the player (but is a no-no in VR):
Vector3 xrRelativePos = this.transform.position - maincam.transform.position;
xrRelativePos.y = 0;
Vector3 moveDirection = (
Quaternion.Euler(0, maincam.transform.rotation.eulerAngles.y, 0) *
Quaternion.LookRotation(xrRelativePos, Vector3.up) *
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