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Fuby1000
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9 years ago
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Is there any way to access CV1 tracking data and select what I need only?

I've seen a lot of similar questions in the Unity section, but I couldn`t find a solution. Also I`m pretty new to this, so please keep in mind that I`m not an expert. I`m using Unity 5.4.1f1, Oculus Utilities 1.9 and the CV1.

What I want:
  1. I want to basically stream motion capturing data to Unity and use my CV1 as (just) a screen. -> Only using mocap data for position & orientation.
  2. I want to achieve that with the best possible performance.
  3. My application should allow the user to juggle with kegs or catch balls. Nothing too crazy.

What I`ve tried:
  1. Seems like turning off Oculus support and use the CV1 als second screen resolts in a bad experience.
  2. Writing a script to cancel out the CV1 tracking data and set it as parent of the camera results in a lot of unnecessary traffic.

My Question(s):
  1. Most of the stuff I read was older than 6 months. Is there a way now to turn of sensors/tracking data or select it?
  2. Can I achieve what I want in Unity?
  3. Can I achieve what I want outside of Unity? -> Is there any way at all or is the CV1 simply not meant to develop?
It`s my thesis to topic to use mocap data instead of the build in tracking data, so please don`t answer with "just use the build in tracking data". I wouldn`t mind downgrading if it works and is compatible with the other stuff.
I appreciate any helpful comment on this, since im realy stuck right now. :/
  • The solution I provided is the best way. There is a ton of necessary software in order to drive Rift: lens distortion compensation, chromatic aberration correction, stereo rendering, dynamic IPD adjustment, time warp / space warp, etc. Just using the device like a monitor won't really be helpful for you (and you will spend lots of time reinventing what you already get out-of-box with Unity).

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  • First, this should be in the Developer forum in the Unity section. I'll move the thread. To answer your question, the best way to do this would be to use a parent empty game object to cancel out the motion. See this thread for the code:
    https://forums.oculus.com/developer/discussion/comment/417422/#Comment_417422



    Sadly no, this is exactly what I've tried, mentioned in "2."(sorry if my description was a little to vague).  Unfortunately this is not an option for me since I want to get rid of anything unnecessary (I want the CV1 as just a screen, but I've read that turning of Oculus support completely would result in a realy bad experience). After reading nearly every single thread in this forum, I thought there might be no solution for Unity at all. That's why im asking if there might be a way outside of Unity.
  • The solution I provided is the best way. There is a ton of necessary software in order to drive Rift: lens distortion compensation, chromatic aberration correction, stereo rendering, dynamic IPD adjustment, time warp / space warp, etc. Just using the device like a monitor won't really be helpful for you (and you will spend lots of time reinventing what you already get out-of-box with Unity).