Forum Discussion
voidroom
4 years agoProtege
reset view/origin for roomscale relocates whole play area for current session
When I reset view/origin for roomscale for Oculus (PC), it seems that the whole play area is relocated, ie. instead of being wherever I was relative to my boundary, OpenXR gives pose just like I woul...
yvettemuki
4 years agoExplorer
Hi. I currently also encounter this problem. My application needs to place the virtual object in the same position as the physical one. But when the user is still in the application, but take off the headset for a while and then put it on again. The origin will automatically reset so the calibration mess up. I am also finding the solution to solve it. I think we can have a discussion.
voidroom
4 years agoProtege
Recently I got the issue confirmed by Oculus support and I hope that it will be fixed soon.
Until then I have a working hack-around solution. When I receive event XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING, I store info that I need to reinit OpenXR. After all events are processed I do the reinit, ie. I close OpenXR system, create it again. Then it is set properly again.
This is not a good solution as it introduces a visible judder due to the reinitialisation. And I do it for all platforms ATM. It's not elegant but it works. At least for recenter request. I haven't checked the issue you mentioned - taking off the headset and putting it on again. But I had a similar issue happening. I just didn't connect the dots.
Oh, mind that this solution is how I implemented it in my own engine but I think that it should be still possible with Unity/Unreal (if they don't handle it). It should be possible to catch that event and to reinit at other time.
- yvettemuki4 years agoExplorer
Thanks so much for your help! But I can not find the access in Unity to manipulate the event you mentioned. Maybe Unity didn't support this access. I am still finding the solution.
- yvettemuki4 years agoExplorer
I currently found oculus spatial anchor may perform this experience, but it is only provided in Oculus integration.
- voidroom4 years agoProtege
I understand Oculus integration as Oculus SDK / VRAPI. Yes, this works fine.
If there's no way in Unity to catch that event you may want to switch to Oculus integration or wait till it is fixed. For time being I'd suggest switching and waiting.
There are other issues as well. One is that Fixed Foveated Rendering does not work properly (it works in 2020.3 AFAIR) but in later versions it doesn't. And it doesn't work at all in native implementation. Also was reported, recently (August/September) I confirmed with the latest version available at the time.
I really hope that these issues will be resolved.
- richard.umajin3 years agoHonored Guest
Hi, we are having exactly the same issue with XR_REFERENCE_SPACE_TYPE_STAGE coordinates shifting or being relative to the users initial position rather than locked to the center of the xrGetReferenceSpaceBoundsRect.
Has there been any update from Oculus support around a timeframe for this to be solved?
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