Forum Discussion
Ananas
12 years agoExplorer
Incorrect player height
I have two questions about the player height: 1. I have set my height (190cm) from the Oculus Configuration Utility and usually in Unity demos it shows a height of 1.797. That is the eye height? So 1...
drash
12 years agoHeroic Explorer
You can create an editor script that overrides model import settings to apply the desired scale factor for all FBX models you import. Not at home so I can't share an example at the moment, but it is possible to do.
I'd like to figure out why you ended up at the 0.01075 scale factor though. Is it possible that your configured IPD is 7.5% off from where it should be? Also if you are using the OVRPlayerController and depending on that to implement the player height, the character collider has a "skin thickness" that adds a few centimeters to your actual height so what you specified in the OculusConfigUtil may not result in your actual height. Maybe a combination of the two, or maybe something is slightly off with the SDK.
They are different settings, but perceptually they are linked and is the main reason that physically standing up to match your standing virtual avatar is more immersive.
I'd like to figure out why you ended up at the 0.01075 scale factor though. Is it possible that your configured IPD is 7.5% off from where it should be? Also if you are using the OVRPlayerController and depending on that to implement the player height, the character collider has a "skin thickness" that adds a few centimeters to your actual height so what you specified in the OculusConfigUtil may not result in your actual height. Maybe a combination of the two, or maybe something is slightly off with the SDK.
"bdeschryver" wrote:
I don't understand how the IPD would relate to the eyes height.. Aren't they 2 differents settings (and unlinked) ?
They are different settings, but perceptually they are linked and is the main reason that physically standing up to match your standing virtual avatar is more immersive.
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