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MattPeddlesden
11 years agoHonored Guest
Rotation Tracking Problem
Hi, I'm having a problem with rotation tracking - but before I get to the current issue, let me describe an issue I had during initial integration as I have a rumble in my tummy that my solution wa...
MattPeddlesden
11 years agoHonored Guest
Fantastic thanks - I was quite sure that the "*2" thing was a bad idea when I did it in fact I seem to recall ending up with this approach after the snippet in the manual failed to work (due to the "Orientation" / "Rotation" mix up) - I'd suggest a review of that for the next update :)
It's only since I've actually started using it more that i've noticed the problem - the rest of the time i've just been waving the headset around and not actually wearing it, so as long as it did vaguely the right thing that was "good enough".
I've made that fix now and will test it tomorrow. I'm just trying to get something working well enough to start testing out design and gameplay concepts in the game as there are no "proper" engineers available to do the integration - once we can schedule some dev time it'll be done properly i'm sure :)
I get what you're saying about gimble lock too (having just had a quick read-up) and will make sure this is taken in to account for the production implementation.
Thanks for your help, hopefully this fixes both problems when I test it tomorrow :)
Matt.
It's only since I've actually started using it more that i've noticed the problem - the rest of the time i've just been waving the headset around and not actually wearing it, so as long as it did vaguely the right thing that was "good enough".
I've made that fix now and will test it tomorrow. I'm just trying to get something working well enough to start testing out design and gameplay concepts in the game as there are no "proper" engineers available to do the integration - once we can schedule some dev time it'll be done properly i'm sure :)
I get what you're saying about gimble lock too (having just had a quick read-up) and will make sure this is taken in to account for the production implementation.
Thanks for your help, hopefully this fixes both problems when I test it tomorrow :)
Matt.
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