Forum Discussion
TonyVT
9 years agoProtege
Unity 5.3 OVR bad rotation init
I'm a developer for Unity+VR, both Oculus DK2 and GearVR and I use Oculus Utilities v0.1.3. I've noticed a strage Issue switching from Unity 5.2.2p4 to Unity 5.3.2.p1: Virtual reality initializes/r...
dignifiedweb
9 years agoExpert Protege
I am also experiencing the exact same issue as the previous people stated with the same versions mentioned. So, Unity 5.3.2 p1 and the Oculus Utilities for Unity 5 V0.1.3.0-beta. If I change my scene to only use a regular unity camera and the "Virtual Reality Supported" option enabled, it initializes fine. However, I can't reproduce it in the editor, it's only in my compiled executable where I see the bug in my DK2 (32-bit or 64-bit). I'm also using it under Windows 10.
I found that depending on how you hold the DK2 when it first loads up, it seems to set the rotation of the camera to that. So, even resetting the rotation of the OVRCameraRig to 0 doesn't help, because it thinks the original position of the HMD is a 0 rotation I guess. If you start the app sitting straight up and level, it seems to keep it start level/proper when initializing.
I can potentially provide source code of the issue happening if that helps, but it's really just with the default OVRCamera Rig prefab from the OVR tools. Does anyone have a workaround for this? I'm thinking of setting the rotation of the camera based on an object in the scene or something.
Edit:
I should have googled before posting this, my bad. Looks like it was fixed in version 5.3.3:
https://issuetracker.unity3d.com/issues/oculus-oculus-utilities-plus-unity-5-dot-3-grabs-wrong-initial-pose
Thanks Vrdaveb for posting the issue tracker number :)
I found that depending on how you hold the DK2 when it first loads up, it seems to set the rotation of the camera to that. So, even resetting the rotation of the OVRCameraRig to 0 doesn't help, because it thinks the original position of the HMD is a 0 rotation I guess. If you start the app sitting straight up and level, it seems to keep it start level/proper when initializing.
I can potentially provide source code of the issue happening if that helps, but it's really just with the default OVRCamera Rig prefab from the OVR tools. Does anyone have a workaround for this? I'm thinking of setting the rotation of the camera based on an object in the scene or something.
Edit:
I should have googled before posting this, my bad. Looks like it was fixed in version 5.3.3:
https://issuetracker.unity3d.com/issues/oculus-oculus-utilities-plus-unity-5-dot-3-grabs-wrong-initial-pose
Thanks Vrdaveb for posting the issue tracker number :)
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