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Gregzo's avatar
Gregzo
Honored Guest
11 years ago

Positional tracking - height treated differently?

Hi to all,

Trying to understand readings from the positional cam in Unity, not sure I've fully got the picture yet:

- I'm inspecting OVRCameraController, placed at world origin. Taking readings from one of the 2 child cameras whilst moving the rift around, facing the positional cam mounted on my monitor.
- x and z positions make sense and seem both accurate and responsive.
- y seems to map to [ player eye height - 1 + measured delta ], for example if OVRDevice.PlayerEyeHeight is 1.67, y when the rift and the positional camera are leveled will be [ 1.67 -1 + 0 ] = 0.67.
- OVRDevice.ResetOrientation resets x and z to 0, but y to the above value.

Am I misunderstanding something, or is it assumed that the OVRCameraController will have a y position of 1 ?

If this is the case, is it meant to facilitate sitting / standing calculations? Sitting : OVRCameraController at 0.5, standing at 1?

Many thanks in advance for your help,

Gregzo

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  • If you enable OVRCameraController.UsePlayerEyeHeight, then we use a head model to compute the base positions of the left and right eye cameras. The 1m offset is roughly relative to the user's belly button or root bone, which allows you to build a player model of your own for a seated or standing experience. Or you could disable UsePlayerEyeHeight to make the OVRCameraController's position the base head position.