GetCameraPosition() public method

public GetCameraPosition ( Vector3 &position ) : bool
position Vector3
return bool
    void Update()
    {
        // update hiding status
        ovrController.GetCameraOrientation(ref orientation);
        ovrController.GetCameraPosition(ref position);

        //isHiding = Quaternion.LookRotation(orientation) + Quaternion.LookRotation(dirHide.normalized);
        //isHiding = ((orientation + dirHide.normalized)/2).;
        isHiding = Quaternion.Angle(orientation, dirHide) < angleDifference;
        if (isHiding && !hasHiddenBefore)
        {
            hasHiddenBefore = true;
        }

        coatRight.localPosition =
            (isHiding)?Vector3.MoveTowards(coatRight.localPosition, Vector3.Lerp(Vector3.zero, cRight, angleDifferencePercentage), hideSpeed)
                                :cRight;
        coatLeft.localPosition = -coatRight.localPosition;

        // move coat parts accordingl
        if (isHiding && !calledHiding)
        {
            if (Closet.GetInstance().onPlayerHidden != null)
            {
                Closet.GetInstance().onPlayerHidden();
            }
            audio.clip = coatClip;
            audio.loop = false;
            audio.Play();
            calledHiding = true;
        }
        else if (!isHiding && calledHiding)
        {
            if (Closet.GetInstance().onPlayerUnhidden != null)
            {
                Closet.GetInstance().onPlayerUnhidden();
            }
            audio.clip = coatClip;
            audio.loop = false;
            audio.Play();
            calledHiding = false;
        }
    }
    /// <summary>
    /// Update the cursor based on how long the back button is pressed
    /// </summary>
    void UpdateCursor(float timerRotateRatio)
    {
        if (InstantiatedCursorTimer != null)
        {
            InstantiatedCursorTimer.renderer.enabled = true;

            // Clamp the rotation ratio to avoid rendering artifacts
            float alphaAmount = Mathf.Clamp(1.0f - timerRotateRatio, 0.0f, 1.0f);
            CursorTimerMaterial.SetFloat("_Cutoff", alphaAmount);

            // Draw timer at fixed distance in front of camera
            Vector3 cameraPosition = Vector3.zero;
            Vector3 cameraForward  = Vector3.forward;
            if (cameraController.GetCameraForward(ref cameraForward) &&
                cameraController.GetCameraPosition(ref cameraPosition))
            {
                // cursor positions itself based on camera forward and draws at a fixed depth
                InstantiatedCursorTimer.transform.position = cameraPosition + (cameraForward * fixedDepth);
                InstantiatedCursorTimer.transform.forward  = cameraForward;
            }
        }
    }