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peterept
11 years agoProtege
No position tracking
In Unity Editor and any builds I make I no longer have position tracking. (Reproduced in Unity 5.2.1p1 and 5.1.3p2).
If I run the Oculus Demo app I get position tracking.
If I run other apps, I also get position tracking.
So it appears to be just with Unity.
How can I track this down?
If I run the Oculus Demo app I get position tracking.
If I run other apps, I also get position tracking.
So it appears to be just with Unity.
How can I track this down?
8 Replies
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- petereptProtegeRe-plugging the camera from the USB fixed it!
- Anonymous
"peterept" wrote:
Re-plugging the camera from the USB fixed it!
I tried this but it still is giving me no positional tracking in my unity project. What version are you using? - petereptProtegeUnity VR in Unity 5.2.1p1 and 5.1.3p2. Oculus Runtime 0.7
So weird that other games were working.
For your problem, maybe you are using Oculus SDK / or Oculus Unity Utilities and you disabled position tracking? Another thing to watch out for is overriding the main camera transform in LateUpdate(); - AnonymousI got it working now! I just wish I could change the sensitivity or camera size to be the same as my scene. I made my project with a DK1 and was hoping with positional tracking the player could move their head around each scene, but turns out trying DK2 for the first time today let me know the scale of my unity scene is large, and moving around with positional tracking you barely see the tracking because of it. (You need to make every level and world objects tiny for the default camera and tracking)
Is there a way to just change the positional tracking sensitivity or am I going to just have to redo ALL of my scenes in a miniature toy sized like way to let the player move their head around my scenes? :o - petereptProtegeYou could probably hack it but you'll save yourself a lot of grief in the long run if you setup everything in your scene as 1 Unity Point = 1 physical meter. Then it all just works!
- Anonymous
"peterept" wrote:
You could probably hack it but you'll save yourself a lot of grief in the long run if you setup everything in your scene as 1 Unity Point = 1 physical meter. Then it all just works!
Can you run me by on how I can set that? - petereptProtegeThe thing is you just don't set anything. :D
Not sure if you are using OVRPlayerController or Unity VR Camera. But both assume the world is in meters.
So drag in your camera, and create a primitive 3d cube in front. In the headset it should look like a 1 meter sized cube.
Now, make sure all the assets in the scene that you bring in are sized in meters. Any 3d models you can adjust the scale during import, or after import on the transform until they look right.
I sometimes use this measuring stick to make sure:
http://talesfromtherift.com/measuring-stick/ - vrdavebOculus StaffOVRPlayerController and OVRCameraRig both work fine if you scale them up or down. Just set it in the transform on the inspector or use the scale tool. If your world is 2x larger than you thought, just make the scale of your OVRPlayerController 2.
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