(Wingnut blindly experimenting more)
Line 36 does SOMETHING. I don’t know what it does… but… maybe something useful. It’s not on the leftController or rightController like lines 43 and 47 deviceRotationQuaternion. Line 36 deviceRotationQuaternion is on the actual camera itself. shrug
I use various methods to set the rotation quaternions, but you can also set quaternions like this…
vrHelper.webVRCamera.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
vrHelper.webVRCamera.rotationQuaternion = BABYLON.Quaternion.Zero();
More useless info, and you probably already knew-about Identity() and Zero(). Maybe we rotate the camera with standard .rotation (with Euler vector3)… and THEN set its rotationQuaternion or deviceRotationQuaternion to Identity() or Zero(). I dunno. I’m REALLY guessing, now. hehe.
The vrHelper itself has a pair of internal-use properties called ._workingQuaternion and ._workingVector, too… probably not for us… but test-able, I suppose. If it’s a rotation-related property, what the heck… worth looking-at.
Sorry I’m a poor helper, here. If you want, I can delete all my posts on this subject and we can set your thread back to “0-replies” which MIGHT get more attention from better helpers than I. No problems. I’m just sort-of guessing, anyway.