Forum Discussion
mcc
5 years agoExpert Protege
Program runs with 90/180/270 degree rotation for no reason
I have an C app based on the Native/vrapi SDK (using the open source engine LOVR.ORG). It has been working more or less fine for a couple years. In the last month, I have stared seeing an unusual...
mcc
5 years agoExpert Protege
Forgot to mention I'm using ovr_sdk_mobile_1.46.0, but I also saw this problem with ovr_sdk_mobile_1.44.0.
The sleep thing is interesting. I tested it by forcing my game to quit, sleeping the unit via the button, then waking it up again. My game was still running at a 90 degree angle to the right.
I tried scouring the docs and headers. I found a couple interesting things:
OVR_VRAPI_DEPRECATED(OVR_VRAPI_EXPORT void vrapi_RecenterPose(ovrMobile* ovr));
This appears to be a way to force a pose recenter. However, it is deprecated; and also there is the problem of when to call it. What I want is for the screen to recenter when the right hand "oculus button" is held down and the animation has completed. I can detect when the button is held, but what I *can't* detect is the progress/completion of the little oculus-icon animation. I'd expect there to be, like, an ovrEvent for this, but there is nothing of that type in (for example) ovrEventType.
I also found this unusual feature in the Unreal docs *only*, which seems to turn on and off auto-reorient on controller recenter— exactly what I want! It's off, and I want to turn it on!— and it is NOT deprecated. But, it is Unreal only. https://developer.oculus.com/documentation/unreal/unreal-blueprints-set-reorient-hmd-on-controller-recenter/
I guess I really have three problems here:
1. Why did there USED to be a auto-reorient-on-controller-recenter feature, and now it is gone? Did something change and I'm now expected to change the "tracking transform" by hand (vrapi_GetTrackingTransform) when the controller-recenter gesture happens? Is the auto-reorient feature present and I just have to turn it back on?
2. How do I detect when the controller-recenter gesture (the user holds down the oculus button and the little circle animation completes) has been entered?
3. There is an initial "tracking transform". Used to, it was the same as the position of the Oculus Quest main menu. Now, it is 90/180/270 degrees off from the main menu tracking transform. How do I obtain/match the main menu transform initially (as opposed to the main menu transform plus the 90/180/270 offset)?
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