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appminis's avatar
appminis
Explorer
10 years ago

Zoom-in positional tracking adjustment?

Hello,

I'm trying to examine a group of models by leaning in from a far distance, but positional tracking doesn't seem to be working (1.3).

Set up:

-CameraRig/Controller is far from models
-Want to lean in to models to see them up close
-When I lean in, I only move slightly or nothing at all

How do you increase the "zoom" when leaning in through positional tracking?  

10 Replies

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  • Try scaling the whole world down. For comfort, it's usually not a good idea to scale the tracking without also scaling the IPD. If you really want to do that, it's still possible if you register a function to handle the event OVRCameraRig.UpdatedAnchors.
  • VR is mostly real.  Think about what your currently doing.  Imagine your on top of a tall building.  Leaning in to look at the building across the street isn't going to move your view much.  Now pretend your looking at a model of a city on your breakfast table.  Leaning in to see the buildings makes a BIG difference.  Its about scale brother. 

    So you scale something.. either the world or the player.  
    I recommend scaling the player.  Scaling the world if your working with real world scale objects can cause unexpected complexity \ problems.

    add your player to an empty game object and scale the empty game object up.   
  • So scaling the world doesn't actually help because it doesn't allow you to lean in as if you are larger than the world.

    Changing the scale of the player creates blurring.  I'm assuming IPD needs to change too - how can you adjust that?
  • did you have the player object inside and empty game object and scale only the EMPTY game object?   This was the Best Known Method last year... not sure if it still is.  I scale my character this way, not blurry issues.. 
  • Yep - empty gameobject with the player object inside.  I scaled it to 100, 100, 100 and I get a lot of judder/blurry issues
  • Its almost as if there IPD issues.  When I set the scale of empty gameobject back to 1, everything moves and looks fine.  When I set to 100,100,00 (or 50,50,50), the scene judders/tears and looks blurry.
  • Changing the scale of the player creates blurring.

    No matter what scale you use for your player, it's usually a bad idea to put content within 0.5m of the player's face. That will cause blurring because the apparent focal distance of the Rift's screen is ~2m. Your brain expects the "vergence" or toe-in of your eyes to be reasonably close to the "accommodation" or focal distance.

    If the scaling approach doesn't work for you, you should probably come up with a locomotion scheme where a script moves the camera rig closer to the objects of interest at a constant velocity when the local head pose crosses some threshold. Directly adjusting the tracking scale or IPD will cause simulator sickness, but you can do those things in OVRCameraRig.UpdatedAnchors.