Forum Discussion
Anonymous
11 years agoPositional Tracking on/off - possible to smooth transition?
Has anyone figured out a way to smooth the transition between the two modes? The jump is rough, but I still want to use this positional tracking feature, I just expect players to often look behind / down and the jump between the two modes is killing immersion.
3 Replies
- 9of9Expert ProtegeThe best possibilities, in my mind, are either providing some kind of visual indicator when the player approaches the bounds of the camera's view-cone or having a soft lerp into a tracked position when you return back into the camera's range to prevent that judder. Currently losing tracking is relatively painless, but getting back into it inevitably results in a jump, so it might be possible to smooth that out.
We really need a way to be able to get the camera's actual cone of view in world-space though, which so far I've not found any way of doing through the SDK. - brantlewAdventurerThis is a tough issue that we have experimented with. The camera view is absolute truth and when you move out of camera, the neck model almost always diverges a long way from the truth. The resulting delta is large and reconciling the two positions is tricky. Do you provide a smooth transition? Over how long? What about multiple tracking losses that compound the error? One thing we are very conscious about here is user sensitivity to motion. Quick transitions (while jarring) are often more comfortable than a slow sliding correction.
- AnonymousHrmm... This is going to be problematic.
BrantLew - any chance of multiple tracking camera support in the future? Gimme 3 looking upward and 3 more looking down and I'm sure we could hand off gracefully between 'em :D
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 1 year ago
- 2 years ago
- 3 months ago