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sth
12 years agoHonored Guest
SDK question: Head model integration and Crystal Cove
I don't remember exactly where this was coming from, but amidst all the Crystal Cove coverage, Oculus has said or written somewhere that if you use the SDK for head translation right now, you will automatically get positional tracking in a future version.
I wonder if they were refering to existing engine integrations like Unity and UDK, because last time I checked, the C++ SDK didn't do head modeling/translation at all. You had to implement your own head-on-a-stick.
Has that changed in one of the newer SDK releases?
I wonder if they were refering to existing engine integrations like Unity and UDK, because last time I checked, the C++ SDK didn't do head modeling/translation at all. You had to implement your own head-on-a-stick.
Has that changed in one of the newer SDK releases?
3 Replies
- brantlewAdventurerIn the coming releases, you will be able to retrieve positional information from the SDK which will be implemented via head-neck model on older hardware (DK1) and via positional sensors on future versions. A single API will cover both scenarios and you won't need to implement your own head-on-a-stick model.
- sthHonored GuestGreat, thanks. :)
Keep up the good work! - razalasmHonored GuestWill the upcoming SDKs allow position input from other sensors, maybe by defining some kind of sensor plugin architecture? It would be nice to have one unified interface regardless of what sensor people cobble together with the Rift (like they're doing now with the Razer).
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