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viewport
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11 years ago

0.4.3.1 IPD control in Unity

Hello guys, I am developing 3d spaces based on panramic pointclouds,

A simple OVRCameraRig located on the center of the space all the time, even when you are rotating the head would do the job perfectly. (it looks great only from one specific point of view)

Sounds very simple, but I am having problems with the "neck model" which basicly rotate the cameras by a pivot located in the base of the virtual neck and not in the center of the space, so my cameras goes away of the center of the space, enough to break my pointcloud space illusion.

I can scale down the OVRCameraRig and it minimize the size of the virtual neck and it works, but the IPD is scaled down in the same proportion. buuu!

If anyone knows a way to either scale down the OVRCamera but not the IPD or just change the pivot location would be very much apretiated.

Another think is I am not sure it is in my system only, but "Use Position Trackin" toggle in OVRManager doesnt work to me, is always on.

Thank you guys.

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  • Sorry, we lost this ability in 0.4.3. We are planning to add a "position tracking mode" option that lets you choose between pure rotation, head model, and full positional tracking, but it will be in 0.4.5 or later. For now, you could make your panoramic pointclouds children of the CenterEyeAnchor GameObject and add a script that sets their rotation to Quaternion.identity every frame in LateUpdate(). Make sure your script's execution order is higher than OVRCameraRig's.

    "viewport" wrote:
    "Use Position Trackin" toggle in OVRManager doesnt work to me, is always on.

    That only affects the IR camera tracking. If you turn it off, it will always use the head model, even if the camera can see the HMD.
  • Thank you very much for your answer oculus team, the code works just fine!!