Let me just clear up one very important point, because I agree with what you say (although your accusations are a little... unwelcome )
My post was pointing out that a good rift integration is not plug-and-play. I'm not saying its impossible, I'm saying it's not easy, and it's risky, and it will take some time, and that there is no *standard* defined yet.
I, like you, absolutely intend to keep exploring how we can make a good interactive system with the Rift. I don't want it to seem like I'm against that. It just might not be the best idea for a small(ish) indie studio like Frictional to spend a lot of time exploring design decisions when they are making a living off of it, considering the Rift still might not take off in a big way
Incidentally, if you want to team up to try out some stuff or just discuss the code/design used, hit me up with a PM! I'm also on the Unity forums by this name (Adrianis) so you can get me there too. We could probably come up with a bunch of examples pretty quickly if we bounce ideas around.
I've written some similar interaction stuff that Amnesia has in UDK (the door control & grabbing objects), no first person stuff in Unity yet but I don't have Unity Pro so no rift on that (still have my 4 month trial key, though!).
(10-14-2013, 05:26 PM)cdoublejj Wrote: I skimmed Statyk's post, don't see why the camera couldn't be controlled by head tracking and the mouse do stuff like pushing and pulling like it normally does for objects.[/font]