Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
rmukalian's avatar
rmukalian
Explorer
10 years ago

Use Position Tracking option non-functional

I was assuming that the "Use Position Tracking" bool on the latest OVR Manager script would allow us to disable positional tracking, however having it checked/unchecked seems to make no difference. Has anyone gotten this to work as intended? I'm using a DK2 to test in Unity for later deployment to a GearVR and disabling that would be nice.

6 Replies

Replies have been turned off for this discussion
  • The check box appears to work for me.

    What version of Unity are you using?
  • 5.1.1p3

    Although I have tried it on p4 as well and it didn't seem to do anything there either. With it disabled, I should only see the rotation values update, not the position, correct?

    My setup:
    DK2, Win, Unity 5.1.1p3, direct-mode in editor

    EDIT: Just tried in 5.1.2 as well with no luck
  • Actually no. When positional tracking is off (either by deselecting the checkbox, or because the headset is out of view, or occluded, etc.) than it falls back onto a head-neck model like on DK1. So you will see some position movement as you rotate the headset and this is normal. Does that explain your situation?
  • Yes actually. What i was trying to avoid was the positional "popping" that would frequently happen when someone tried to look behind them. As the OR came back into the camera's view, it would do a depth "pop" very frequently that was quite disorienting (and sometimes, no matter how many times you tell someone, they'll hold the sides of it with their hands and block the IR emitters, which increased the frequency of this happening). However, you are correct, disabling that box did fix the popping issue while still allowing for the head/neck movement. Thanks for the explanation!
  • Hi,

    I am using Unity 5.1.4 along with Oculus 0.8 beta runtime on Windows 8.1.

    I would like to disable both position and rotation tracking completely (as I understand reading previous posts removing the head-neck model too).

    This is because our project involves static screen manipulation, such as using a mouse to point to objects in your field of view. We have been successful in doing this with other HMDs, however with Oculus it seems that the rotation always turn on and makes the subject disoriented. Is there a way I can turn off the tracking completely?

    One strange thing I noticed was that even if I disable VR tracking in player settings and if I place a OVRCamera Rig (from Oculus utilities 0.1.3), the VR tracking option turns on automatically when I click play and turns off when I stop the game.

    Any help in this regard will be very appreciated. In case I need to roll back to a previous version of Unity & Oculus runtime to enable this behavior, can anyone let me know what those versions would be (Would like to keep it at Unity 5 if possible).

    Thanks.