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bANGERnomics
6 years agoHonored Guest
OVRCameraRig use per eye cameras changes scale
I'm working on a 3D image/video solution so I'm using the 'per eye camera' option in the OVR Camera Rig in Unity. I noticed that if I toggle this setting on and off, the scale of the world is radical...
phileday
5 years agoMember
Update:
So I've found a fix, in OVRCameraRig.cs I changed
So I've found a fix, in OVRCameraRig.cs I changed
if (!hmdPresent || monoscopic)
{
leftEyeAnchor.localPosition = centerEyeAnchor.localPosition;
rightEyeAnchor.localPosition = centerEyeAnchor.localPosition;
leftEyeAnchor.localRotation = centerEyeAnchor.localRotation;
rightEyeAnchor.localRotation = centerEyeAnchor.localRotation;
}
else
{
leftEyeAnchor.localPosition = centerEyeAnchor.localPosition;
rightEyeAnchor.localPosition = centerEyeAnchor.localPosition;
leftEyeAnchor.localRotation = centerEyeAnchor.localRotation;
rightEyeAnchor.localRotation = centerEyeAnchor.localRotation;
Vector3 leftEyePosition = Vector3.zero;
Vector3 rightEyePosition = Vector3.zero;
Quaternion leftEyeRotation = Quaternion.identity;
Quaternion rightEyeRotation = Quaternion.identity;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.LeftEye, NodeStatePropertyType.Position, OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render, out leftEyePosition))
leftEyeAnchor.localPosition = leftEyePosition;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.RightEye, NodeStatePropertyType.Position, OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render, out rightEyePosition))
rightEyeAnchor.localPosition = rightEyePosition;
if (OVRNodeStateProperties.GetNodeStatePropertyQuaternion(Node.LeftEye, NodeStatePropertyType.Orientation, OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render, out leftEyeRotation))
leftEyeAnchor.localRotation = leftEyeRotation;
if (OVRNodeStateProperties.GetNodeStatePropertyQuaternion(Node.RightEye, NodeStatePropertyType.Orientation, OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render, out rightEyeRotation))
rightEyeAnchor.localRotation = rightEyeRotation;
}
}
to this:
to this:
if (!hmdPresent || monoscopic)
{
leftEyeAnchor.localPosition = centerEyeAnchor.localPosition;
rightEyeAnchor.localPosition = centerEyeAnchor.localPosition;
leftEyeAnchor.localRotation = centerEyeAnchor.localRotation;
rightEyeAnchor.localRotation = centerEyeAnchor.localRotation;
}
else
{
leftEyeAnchor.localPosition = centerEyeAnchor.localPosition;
rightEyeAnchor.localPosition = centerEyeAnchor.localPosition;
leftEyeAnchor.localRotation = centerEyeAnchor.localRotation;
rightEyeAnchor.localRotation = centerEyeAnchor.localRotation;
/*
Vector3 leftEyePosition = Vector3.zero;
Vector3 rightEyePosition = Vector3.zero;
Quaternion leftEyeRotation = Quaternion.identity;
Quaternion rightEyeRotation = Quaternion.identity;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.LeftEye, NodeStatePropertyType.Position, OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render, out leftEyePosition))
leftEyeAnchor.localPosition = leftEyePosition;
if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.RightEye, NodeStatePropertyType.Position, OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render, out rightEyePosition))
rightEyeAnchor.localPosition = rightEyePosition;
if (OVRNodeStateProperties.GetNodeStatePropertyQuaternion(Node.LeftEye, NodeStatePropertyType.Orientation, OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render, out leftEyeRotation))
leftEyeAnchor.localRotation = leftEyeRotation;
if (OVRNodeStateProperties.GetNodeStatePropertyQuaternion(Node.RightEye, NodeStatePropertyType.Orientation, OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render, out rightEyeRotation))
rightEyeAnchor.localRotation = rightEyeRotation;
*/
}
}
basically making the left and right camera do this
basically making the left and right camera do this
leftEyeAnchor.localPosition = centerEyeAnchor.localPosition;
rightEyeAnchor.localPosition = centerEyeAnchor.localPosition;
leftEyeAnchor.localRotation = centerEyeAnchor.localRotation;
rightEyeAnchor.localRotation = centerEyeAnchor.localRotation;
seems to work :)
seems to work :)
WMVR_02
4 years agoHonored Guest
Thanks for this workaround! It's a strange issue, still occurring in2020.3.30f1.
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