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UberLax
11 years agoHonored Guest
OVRCameraRig changes in 0.5.0.1-Beta
I started playing around with new version of the Oculus SDK (0.5.0.1-Beta) and I noticed a couple changes to the OVRCameraRig.
First off, there is a new child object of the OVRCameraRig called "TrackingSpace". The documentation explains this object in this way:
I am not really sure what "for use with a game avatar" is supposed to mean, can anyone clarify? I don't really understand the purpose of this change is.
Second, there is a new anchor game object that is a child of TrackingSpace called "TrackerAnchor" with no scripts attached to it. Presumably these two objects are related but I am unable to find any real documentation on them.
Can anyone help? Thanks.
First off, there is a new child object of the OVRCameraRig called "TrackingSpace". The documentation explains this object in this way:
The TrackingSpace GameObject allows clients to change the frame of reference used by tracking, e.g., for use with a game avatar.
I am not really sure what "for use with a game avatar" is supposed to mean, can anyone clarify? I don't really understand the purpose of this change is.
Second, there is a new anchor game object that is a child of TrackingSpace called "TrackerAnchor" with no scripts attached to it. Presumably these two objects are related but I am unable to find any real documentation on them.
Can anyone help? Thanks.
4 Replies
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- PhyterJetHonored GuestThe TrackerAnchor represents the DK2 Camera, which is also known as the positional tracker.
The position and orientation of TrackerAnchor in virtual coordinates coincide exactly with the DK2 camera in real world coordinates.
Getting the position/orientation of the tracker was possible in 0.4.4 (at least) with OVRManager.tracker.getPose();
The 0.5.0 unity Integration just makes this more accessible in the OVRCameraRig prefab.
And I also want to know what 'TrackingSpace' is. - PhyterJetHonored GuestOculusUnityIntegrationGuide_0.5.0 page 28
• For OrientationOffset, set rotation on the TrackingSpace game object instead.
I believe we are discouraged from rotating OVRCameraRig directly, instead we should rotate TrackingSpace, for whatever reason, I do not know. - vrdavebOculus StaffThe purpose of TrackingSpace is to let you change the frame of reference used by head tracking without moving the camera rig. This is useful because head tracking is always applied to the anchors in local space. Suppose you wanted the camera rig to follow the user as she walked around. If you only moved it to the current center eye anchor's pose, the next frame, tracking would move the eye anchors even further, double-counting the user's motion. To fix this, you could save and restore the world position and rotation of TrackingSpace before you moved the camera rig. You can also use TrackingSpace to do things like re-calibrate or re-center tracking in app-specific ways.
- UberLaxHonored GuestI appreciate the response Dave, but I don't think I quite understand your example. Mainly, this sentence is confusing me:
If you only moved it to the current center eye anchor's pose, the next frame, tracking would move the eye anchors even further, double-counting the user's motion.
What is "it" in this sentence? I'm not sure what is moving here. Maybe that's all that's confusing me, but any clarification you can give would be greatly appreciated.
Thanks.
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