Forum Discussion
9 years ago
HeadPose Quartenion in Unity 5.x and Utilities 1.7.0 for dummies?
Hi all,
Sorry in advance for the nooby question :)
In previous Oculus Utilities for Unity (and previous Unity versions), I was getting the HeadPose quartenion printed in the DebugLog with the following script attached to the OVRCameraRig in my scene:
Sorry in advance for the nooby question :)
In previous Oculus Utilities for Unity (and previous Unity versions), I was getting the HeadPose quartenion printed in the DebugLog with the following script attached to the OVRCameraRig in my scene:
OVRPose currentHeadPose = OVRManager.display.GetHeadPose (0,0);Debug.Log ("HeadTracking_wxyz " + currentHeadPose.orientation.w + " " + currentHeadPose.orientation.x + " " + currentHeadPose.orientation.y + " " + currentHeadPose.orientation.z);
I am quite confused in how to do it now. I am only interested in the rotation of the headset itself and not its position relative to the tracker, so I assumed I would find what I want in OVRDisplay rather than OVRTracker.
I see that I can get the quartenions for the angular velocity and acceleration, but I would rather have the pose described as a quartenion. Do I do this by deriving the position from the angular velocity? If so, how do I find or define the timestep (delta t) corresponding the velocity? Is there a more simple way to get the pose?
I'm obviously missing something due to my non-existant programming skills.
Any help, especially with examples, would be greatly appreciated!
Thanks for reading. :)
I see that I can get the quartenions for the angular velocity and acceleration, but I would rather have the pose described as a quartenion. Do I do this by deriving the position from the angular velocity? If so, how do I find or define the timestep (delta t) corresponding the velocity? Is there a more simple way to get the pose?
I'm obviously missing something due to my non-existant programming skills.
Any help, especially with examples, would be greatly appreciated!
Thanks for reading. :)
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