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mechamania's avatar
mechamania
Honored Guest
11 years ago

Can I use my own position tracking with Unity?

Hi
I'm considering to use Unity for a new project. It will include the Oculus Rift.
But I need to be able to use my own position tracking hardware.
Can I do that? When my own hardware gives me the exact position of the Oculus, can I give this information
to the system so that the Oculus software will use this for the rendering?

5 Replies

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  • You certainly can do that. In Unity you still have full control over the location of objects in the scene and can freely move the headset in virtual space as you need to.

    What kind of position tracking system will you be using?
  • owenwp's avatar
    owenwp
    Expert Protege
    All you have to do is zero out all of the head+neck model and player height values so that the cameras only rotate in place, that way the oculus sdk will not influence the position of the cameras at all (except for the IPD separation).
  • Great.
    Can I also read the accelerometer input and combine this with my own tracking?

    "diablosv21" wrote:
    What kind of position tracking system will you be using?


    I don't know yet. I want to track an area of 15x15 meter. Any suggestion?
  • owenwp's avatar
    owenwp
    Expert Protege
    For that size area, you probably need an optical system with many cameras. Nothing else is going to give you the level of accuracy and precision you need over such a wide area. It would basically have to be a performance capture studio.
  • "owenwp" wrote:
    For that size area, you probably need an optical system with many cameras. Nothing else is going to give you the level of accuracy and precision you need over such a wide area. It would basically have to be a performance capture studio.

    Agreed. :-)