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...
cheerioboy
12 years agoExplorer
interesting comments.
Since I'm a visual artist and have very little programming knowledge, I can only work with the tools I have at hand. So here's how I came about my scale factor:
- had a physically accurate model of my apartment & office area. I import this into Unity and it feels small to me. Trying other unit conversions takes the model to too small/large extremes
- place a plane collider on the floor.
- rely on the OculusConfigUtil since it's supplied by OculusVR, I assume they want us using it? So I plug in my height and assume the height in game is the height to match visually, between real world and game world. Even if it's 'off', then there's a need to compensate with the game space scale.
- adjust the import scale to match, since that's the only thing that seems wrong. I believe the IPD is less of the issue here, and it's all about the player height. I'll need to look into this script that drash mentioned, although I agree it doesn't feel right to have to make such a tweak to the import scale. But for the time being....
I agree there's probably something in the OVRPlayerController that should be adjusted to compensate for the height. It's much easier to stand next to a 3d object that matches your real space, to help size up the proper scale, but much harder to determine if the distance feels correct.
I put a little blog post together, trying to document my process. Feel free to critique it and suggest the best way to go around this issue of player height vs sense of space with the Rift. http://www.quitenice.co/blog/2014/4/6/weekend-prototyping
Since I'm a visual artist and have very little programming knowledge, I can only work with the tools I have at hand. So here's how I came about my scale factor:
- had a physically accurate model of my apartment & office area. I import this into Unity and it feels small to me. Trying other unit conversions takes the model to too small/large extremes
- place a plane collider on the floor.
- rely on the OculusConfigUtil since it's supplied by OculusVR, I assume they want us using it? So I plug in my height and assume the height in game is the height to match visually, between real world and game world. Even if it's 'off', then there's a need to compensate with the game space scale.
- adjust the import scale to match, since that's the only thing that seems wrong. I believe the IPD is less of the issue here, and it's all about the player height. I'll need to look into this script that drash mentioned, although I agree it doesn't feel right to have to make such a tweak to the import scale. But for the time being....
I agree there's probably something in the OVRPlayerController that should be adjusted to compensate for the height. It's much easier to stand next to a 3d object that matches your real space, to help size up the proper scale, but much harder to determine if the distance feels correct.
I put a little blog post together, trying to document my process. Feel free to critique it and suggest the best way to go around this issue of player height vs sense of space with the Rift. http://www.quitenice.co/blog/2014/4/6/weekend-prototyping
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