Forum Discussion
viewport
10 years agoProtege
IPD values
Hi,
We are developing a stereoscopic 360 camera rig.
But just having some issues matching software ipd with physical world.
In gearVr builds, Is the IPD value = to the user's value in oculus configuration tool? Or is it a default value equal for everyone.
Tnks
Oculus utilities / unity 5.3
We are developing a stereoscopic 360 camera rig.
But just having some issues matching software ipd with physical world.
In gearVr builds, Is the IPD value = to the user's value in oculus configuration tool? Or is it a default value equal for everyone.
Tnks
Oculus utilities / unity 5.3
3 Replies
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- vrdavebOculus StaffIt's a default value right now. In the future it might be different for everyone. To match Unity's IPD to your video's, I would recommend finding the distance between the left and right eye anchors and then finding the ratio between the IPD in your camera rig and that distance. Finally, set the OVRCameraRig's scale to that value.
- viewportProtegeTnks for your answer Dave,
To be a bit more specific, we could use "CenterEyeAnchor" to get this center, however it doesn't work with function LateUpdate (left and right camera does) Therefore anything you link to this CenterEyeAnchor gets some delay.
So as an ugly and dirty tun around solution, we are thinking to script an offsetted gamobjects from the left camera to the right side (half IPD distance) to get the center and LateUpdate working together. However we can't really get the exact value yet as there is some small unalignments.
Question is, is it another elegant solution for this, or what is the exact IPD GearVR value?
Thank you very much
- vrdavebOculus StaffTaking the average of the left and right eye camera positions should work fine. We actually update them twice: once before Update and once after all script callbacks, right before the graphics commands get sent to the GPU. There isn't an easy way to run logic on the render thread after the second pose update, but you can make a GameObject the child of one of the eye anchors and the update should affect its world position and rotation. In the future, we might be able to expose a better API for this, but your approach isn't that much of a hack given the current interface.
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