Forum Discussion
ENiKS
9 years agoAdventurer
Multiple sensors - is a special runtime required?
Greetings,
recently i was working on a project where i needed bigger tracking volume - i tried to use 2 sensors to cover the area, but while runtime detected 2 sensors correctly and showed both as "connected" in green, i couldn't get them to work together (even reset default view screen showed only one sensor). During game it randomly switched sensors, producing a number of glitches.
Since Touch (i don't have access to Touch) is with second sensor and there are videos of up to 4 sensors supported my question is if there is a special version of runtime to get multiple sensors to work. And if there is a way to get that runtime.
For those interested what the project was it's a little "vertigo" simulator, where you have to reach end of the bridge and jump down, while walking on a real bridge in real world. The real bridge is placed on a set of springs, making it quite unstable and making the feeling more intense.
-ENiKS
recently i was working on a project where i needed bigger tracking volume - i tried to use 2 sensors to cover the area, but while runtime detected 2 sensors correctly and showed both as "connected" in green, i couldn't get them to work together (even reset default view screen showed only one sensor). During game it randomly switched sensors, producing a number of glitches.
Since Touch (i don't have access to Touch) is with second sensor and there are videos of up to 4 sensors supported my question is if there is a special version of runtime to get multiple sensors to work. And if there is a way to get that runtime.
For those interested what the project was it's a little "vertigo" simulator, where you have to reach end of the bridge and jump down, while walking on a real bridge in real world. The real bridge is placed on a set of springs, making it quite unstable and making the feeling more intense.
-ENiKS
3 Replies
- cyberealityGrand ChampionThere is no special runtime, but there was a special calibration app for multi-sensor that was privately shared with development partners. I believe much of this functionality should be in the 1.8 runtime that started rolling out last night. So wait until you get 1.8 and try to see if that helps. Thanks.
- ENiKSAdventurerTested with 1.8, works now ... thanks!
- LostMyEdHonored GuestIs there any documentation for setting up 2 sensors ?. I too have an app that requires a larger area and I am having issues when it flips from one sensor to another or tracking stutters slightly when you turn away from the sensors. This usually sets my head to the wrong height when tracking re-establisher's, this occurs in both my own app and in oculus home.
Also when I walk from one side of my area (3m x 3m) to the other UE4 gives me a difference in player camera height of 12cm. I put 2 copies of the same asset at eye level in my app and you can clearly see one is 12cm lower than the other. This happens whether I use one sensor or 2 sensors, and its still the same in runtime 1.8!
Any suggestions would be appreciated !
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