I've searched the board, as well as the oculus board, and unity board. Couldn't really find something that helped.
I'm working on a vehicle simulation. Before we started using the oculus, it was just a regular first person perspective. You used a racing wheel/pedals to drive and the mouse to control all the buttons and switches etc. We use raycasting from the mouse point on the screen into the world to interact with the various controls in the vehicle.
Now that we're using the oculus, the raycast isn't taking into account the distortion matrix used on the oculus cameras. So you're not actually casting a ray at what you're visually clicking on. Using Debug.DrawRay I found that it was slightly off. Just to be sure, I disabled the lens correction via inspector on the OVRCameraController and sure enough the raycasting was working again.
The ray itself is calculated the usual way one does when firing from the mouse point: ScreenPointToRay(Input.mousePosition);
Would anyone have any idea how I can adjust my ray so it works with lens correction on?
Cheers, Gordon