Forum Discussion
rhillCampfire
10 years agoProtege
Neck disappeared on Gear?
My neck disappeared on GearVR, and I'm not sure why. I didn't change any settings on the OVR Manager recently.
I first noticed that what used to be a great position is now a little bit too low, and then I noticed it doesn't have the slight parallax when you tilt your head. So I conclude my neck has disappeared.
I could just move it up by a little bit, but I'd rather figure out the source of the change. Any ideas?
I first noticed that what used to be a great position is now a little bit too low, and then I noticed it doesn't have the slight parallax when you tilt your head. So I conclude my neck has disappeared.
I could just move it up by a little bit, but I'd rather figure out the source of the change. Any ideas?
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- rhillCampfireProtegeOkay, I've tracked it down for real.
In OVRCameraRig.cs there is this:
bool correctedTrackingSpace = false;
Change that so it is instead
bool correctedTrackingSpace = true;
Further down there is
//HACK: Unity 5.1.1p3 double-counts the head model on Android. Subtract it off in the reference frame.
So it seems to me what happened is the latest version of Unity no longer double-counts the head position, so this hack was compensating for a problem that was no longer happening. And when you subtract from a single-count instead of a double-count, you get a zero count. - rhillCampfireProtegeAfter some comparisons, this still doesn't really bring it back to what it was like before. It feels like it's rotating around the eyes rather than at the base of the neck like it used to. Rotating around the neck introduced some small parallax that I think helps make the location feel 3D.
- rhillCampfireProtegeNo wait, I just needed to enable "use position tracking"
- vrdavebOculus StaffSorry about that. In the current version of Unity, OVRManager.usePositionTracking disables ALL positional updates to the eye cameras. The intent is to let you put static stereo content such as a 360 stereo video sphere around each camera and make it appear only to that camera, using Camera.targetEye. Next month, we plan to fix the quirkiness here and add a separate toggle for the left-right eye disparity, so at least you can independently disable head translation and binocular parallax.
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