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virtualroadside
11 years agoHonored Guest
Need to disable movement completely
Here's what we're trying to do:
We've mounted a physical camera device on the oculus, and we just want to show the output of the camera on a texture on the scene, and overlay various indicators/whatever on the scene. So we've got that working nicely, but the camera rig keeps changing its position when the user moves their head -- which is definitely not what we want (since it's showing the outside camera output... don't need it).
Basically, we don't want it to be a VR headset right now, just want the oculus to be a nice passthrough display.
Using unity pro and the latest sdk... 0.4.3 I think?
I've seen previous suggestions to disable the UpdateAnchors() function, but that just makes the game view shake a LOT. Using the various options on the rig doesn't seem to make any difference either (disable position tracking, etc). Any thoughts on how to do this?
We've mounted a physical camera device on the oculus, and we just want to show the output of the camera on a texture on the scene, and overlay various indicators/whatever on the scene. So we've got that working nicely, but the camera rig keeps changing its position when the user moves their head -- which is definitely not what we want (since it's showing the outside camera output... don't need it).
Basically, we don't want it to be a VR headset right now, just want the oculus to be a nice passthrough display.
Using unity pro and the latest sdk... 0.4.3 I think?
I've seen previous suggestions to disable the UpdateAnchors() function, but that just makes the game view shake a LOT. Using the various options on the rig doesn't seem to make any difference either (disable position tracking, etc). Any thoughts on how to do this?
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- cyberealityGrand ChampionAre you trying to disable just position or both position and orientation?
- virtualroadsideHonored GuestI would like to disable both.
The camera in the scene should stay completely stationary, and only look in the direction that it was originally placed. - cyberealityGrand ChampionOK, so open OVRCameraRig.cs and add this near the top of the class definition (around line 59):
public bool disableTracking = false;
Then at the beginning of UpdateAnchors() (around line 102) add:if(disableTracking) return;
Now, in the Unity inspector, click the disable tracking check box on the OVRCameraRig. You will also need to uncheck time warp in the OVRManager component on the OVRCameraRig.
UnityNoTrack.jpg
Hope that helps. - andrewtekMemberOff Topic, but when did the attachment feature start working?
If it was just enabled... thanks! - cyberealityGrand ChampionThe attachment thing was fixed maybe a month ago.
- virtualroadsideHonored GuestThanks for the response. I don't have the oculus with me now, but I'll try it the next time I'm near it.
However, I definitely *did* comment out UpdateAnchors, and it didn't seem to fix the problem (I had the jitter problem instead). But I tried a lot of things, and it's possible that I had tried it without disabling TimeWarp/etc. - cyberealityGrand ChampionYes, you have to disable timewarp to avoid the jumpiness when you don't have tracking enabled.
- virtualroadsideHonored GuestSorry for the delay, but this fixed the problem. Thanks so much!
- cyberealityGrand ChampionGreat!
- wallawockoHonored GuestDoing this freezes a shot of the scene, but still allows for head tracking.
It creates a "Movie screen" like effect, where you can still look around a black world, but your screen is frozen.
I (and i believe the OP) want to disable tracking whereas you cannot look around at all. How is this done?
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