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mobilabusyd's avatar
mobilabusyd
Honored Guest
2 years ago

Using external positional tracking with Quest Pro eye tracking

Hello,

I was wondering if anyone has used an external positional tracker (e.g., Optitrack) for their Meta Quest Pro's transform whilst keeping the eye tracking capability. As far as I can tell, I need the OVRManager Script to access the eyetracking and the documentation/commenting on the OVRCameraRig scripts (i.e., OVRCameraRig.cs and OVRManager.cs) are vague and confusing as to determine what is actually providing the HMD transform. If anyone could break down which component or line is responsible for the updating of the transform, that would also be helpful.

Trying to avoid the potential of positional tracking drifting or failing over time when running experiments in the lab.

Thanks for any help

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  • Not using Unity here (we use C++ PCVR with OpenXR on a Quest 3/Quest Pro) and this is what I can tell you :
    - the positional tracking works on a pretty large area (200m2) and it works OK-ish.
    - the only problem we have is that each time you take the headset off, it will forget its position/orientation
    - the solution I came up with is to tape the proximity sensor, to cheat the headset
    - for this to work you also need to disable the boundaries limit (only in developer mode)

     

    It's not really straightforward but I think it's less trouble than having to synchronize the whole system with a 3rd party tracker.

    'hope this helps.

    PS. regarding the position tracking, I was able to walk inside a factory, with the headset on my head, on something like 800m2, crossing several rooms. Back to my initial position I could notice a drift by 10cm max, maybe.
    I did the same outside, on a fully sunny day, turning around a huge building on more than 200m in distance and could go back to the original position with almost no drift (I use the Horizon main panel to check how much drift there is, really experimental but fairly effective).