Forum Discussion
crsrmnr
12 years agoHonored Guest
head tracking movements too small
Hi Everyone, I'm just about to start developing a musical instrument in VR, using leap motion to get hand pose.
I also want to overlay VR info on top of physical knobs/slider controllers (so that people will know where they are and what they do).
Something I've noticed about the leap VR demos, Tuscany demos, Unity and HL2 is that my head tracked movements come out smaller in the virtual world than in real life... is there a good reason for this? Helps with feelings of stability perhaps? Can I assume I will be able to correct this in my code?
It's not usually a problem, but for augmented reality stuff it means the real world shifts by different amounts and I want it to line up perfectly.
Cheers!
Rob
I also want to overlay VR info on top of physical knobs/slider controllers (so that people will know where they are and what they do).
Something I've noticed about the leap VR demos, Tuscany demos, Unity and HL2 is that my head tracked movements come out smaller in the virtual world than in real life... is there a good reason for this? Helps with feelings of stability perhaps? Can I assume I will be able to correct this in my code?
It's not usually a problem, but for augmented reality stuff it means the real world shifts by different amounts and I want it to line up perfectly.
Cheers!
Rob
1 Reply
- crsrmnrHonored GuestOK, In the developer guide it says this:
...LeveledCameraPose is the pose of the camera relative to the tracking origin but with roll and pitch zeroed out. This can be used as a reference point to render real-world objects in the correct place
.
So that would sort out rendering real world stuff hopefully.
However it would still be nice if movements were the right size in general, or am I imagining this...?
R
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