Forum Discussion
Anonymous
4 years agoTrue Recenter on Quest 2 ??
i tried some methods to recenter / reset / calibrate position but got no success !! like as: OVRManager.display.RecenterPose();
OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default);
O...
- 4 years ago
Pretty sure Oculus decided not to implement recentering on Quest as "all players should know about holding the system button to do it". It's not great but there doesn't seem to be a way around it. Only solution I've found is to reposition the world at the player's origin.
btw. you're asking a lot of questions that have been asked and answered previously. Do take the time to search before posting (e.g. https://forums.oculusvr.com/t5/Unity-Development/XR-Recenter-Not-working-in-Oculus-Quest-2-Unity-XR-interaction/m-p/874769)
josiah.kerr.1
4 years agoHonored Guest
I have been looking for a way to do this for 2 days, I absolutely need to re-center the players positions at certain points in my game (player needs to take the headset off and hand to friend), and I am using hand tracking so there is no access to the re-center button (and I don't want the player to have to use the menu)
I have tried every technique on the forums but none seem to work, right now I am trying to apply the offset of the main camera to the OVRCameraManager prefab object like this (does not work / results in inconsistent rotations):
Vector3 newPos = new Vector3(-MainCamera.position.x, 0, -MainCamera.position.z);
Quaternion newRot = Quaternion.Euler(new Vector3(0, -MainCamera.eulerAngles.y, 0));- baroquedub4 years agoMVP
As I mentioned, an option is to move the world in relation to the player. I did this by placing all environment gameObjects (meshes, lights, probes, etc.) into a single parent. When you need to recenter you can reset that transform in relation to the player's x,z position and y rotation . It won't work for all games/experiences (skybox and directional light are trickier to manage) but it does the trick in simple interiors.
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