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...
owenwp
12 years agoExpert Protege
The projection matrix Oculus generates doesnt seem to be quite right. In particular, centering the projection on the lens doesnt make much sense because the light is collimated and the lens position only really affects distortion, and it doesnt take differences in eye relief into account. And the IPD calibration should provide enough information to compute eye relief.
Still, you should not apply a scale bias to objects in the world to compensate. Even if that ends up looking right to you, it will be ONLY for you. For others it could just make it much worse, and if they get the math perfect in a future SDK, your scale will be wrong for everyone.
The only way to solve a complicated problem like this is to make sure the numbers are right at every step in the equation.
On, and Unity physics is not very precise. Often your avatar is actually floating above the floor a bit, especially with mesh colliders for the floor.
Still, you should not apply a scale bias to objects in the world to compensate. Even if that ends up looking right to you, it will be ONLY for you. For others it could just make it much worse, and if they get the math perfect in a future SDK, your scale will be wrong for everyone.
The only way to solve a complicated problem like this is to make sure the numbers are right at every step in the equation.
On, and Unity physics is not very precise. Often your avatar is actually floating above the floor a bit, especially with mesh colliders for the floor.
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