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xflagx
Honored Guest
10 years ago

Drift Correction - Replace the Tracker with MoCap Data

Hello everyone,

I try to build a Walking VR Environment where people are able to walk through (quite large 12x15 meter) real space and experience a corresponding VR. I've got a PhaseSpace Motion Capture System which works quite well, carrying the Camera through the VR. (I'm using the latest Version of Unity 5.3.2 - but it might be a general issue)

Regarding the practical implications I'm not allowed to use the Camera shipped with the Rift.
So I got the Yaw Drift issue... :? Sometimes... but reproducable :geek:

First attempt to solve the issue: Using the UnityEngine,VR.InputTracking.Recenter() every time the orientation passes a reference point results in glitches and seems to be uncomfortable...

After reading the well written article* focusing the drift topic, the following question came to my mind.

Is it possible to feed the drift correction with my own reference points - create by a Motion Capture System.
Or more specific:
Are there some API calls allowing to pass some kind of data overriding the tracker data? With other words... Can I use my own tracker based on the Motion Capture information?

I just found the opportunity to disable the tracker which is fairly not enough.

Any suggestion or comment is welcome! If there is a solution for that - it will be part of an free and open source piece of software 8-)

Thanks in advance!

* https://developer.oculus.com/blog/magnetometer/

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