public override bool GetHmdYaw(ref double yaw) { if (StopRequested) { return(false); } if (OculusStatus != OculusConnectionStatus.AllOk) { return(false); } TrackingState ts = OculusWrap.GetTrackingState(SessionPtr, 0, false); // I suppose for Oculus there is no need to check if the received orientation is valid... (compare to OpenVR) yaw = GetYawFromOrientation(ts.HeadPose.ThePose.Orientation); return(true); }