GetLocalRotation() public static method

The current rotation of the requested VRNode.

public static GetLocalRotation ( VRNode node ) : Quaternion
node VRNode Node index.
return UnityEngine.Quaternion
        private void UpdateDevicePose()
        {
            IVRModuleDeviceState   prevState;
            IVRModuleDeviceStateRW currState;

            EnsureValidDeviceState(HEAD_INDEX, out prevState, out currState);
            if (currState.isConnected)
            {
                currState.position    = InputTracking.GetLocalPosition(XRNode.Head);
                currState.rotation    = InputTracking.GetLocalRotation(XRNode.Head);
                currState.isPoseValid = currState.pose != RigidPose.identity;
            }

            EnsureValidDeviceState(RIGHT_HAND_INDEX, out prevState, out currState);
            if (currState.isConnected)
            {
                currState.position    = m_rightArm.ControllerPositionFromHead;
                currState.rotation    = m_rightArm.ControllerRotationFromHead;
                currState.isPoseValid = m_rightDevice.Orientation != Quaternion.identity;
            }

            EnsureValidDeviceState(LEFT_HAND_INDEX, out prevState, out currState);
            if (currState.isConnected)
            {
                currState.position    = m_leftArm.ControllerPositionFromHead;
                currState.rotation    = m_leftArm.ControllerRotationFromHead;
                currState.isPoseValid = m_leftDevice.Orientation != Quaternion.identity;
            }
        }
        private void UpdateDevicePose()
        {
            IVRModuleDeviceState   prevState;
            IVRModuleDeviceStateRW currState;

            EnsureValidDeviceState(HEAD_INDEX, out prevState, out currState);
            if (currState.isConnected)
            {
                currState.position    = InputTracking.GetLocalPosition(XRNode.Head);
                currState.rotation    = InputTracking.GetLocalRotation(XRNode.Head);
                currState.isPoseValid = currState.pose != RigidPose.identity;
            }

            EnsureValidDeviceState(CONTROLLER_INDEX, out prevState, out currState);
            if (currState.isConnected)
            {
                currState.position    = m_gvrArmModel.ControllerPositionFromHead;
                currState.rotation    = m_gvrArmModel.ControllerRotationFromHead;
                currState.isPoseValid = GvrControllerInput.Orientation != Quaternion.identity;
            }
        }