Forum Discussion
OlivierJT
12 years agoExplorer
Disabling tracking ?
Hello everyone,
As the implementation of pitch and roll is not there (yet, let's hope) I would like to disable tracking so I can get my Playercontroller (camera) working like it's supposed to be and is. (with pitch and roll)
I can't find a way to disable tracking, I even look on the hardware side but i can't find the tracker in the hardware and disabling it, but that may not be a good idea...
So the software class tweaking is preferable...
HID-compliant device... (x3)
HID-compliant consumer control device...
Any idea how to do that in UDK ?
The ideal will be to be able to autoexec it, and/or assign that to a key stroke...
Merci !
If I find a way i will of course post it here
As the implementation of pitch and roll is not there (yet, let's hope) I would like to disable tracking so I can get my Playercontroller (camera) working like it's supposed to be and is. (with pitch and roll)
I can't find a way to disable tracking, I even look on the hardware side but i can't find the tracker in the hardware and disabling it, but that may not be a good idea...
So the software class tweaking is preferable...
HID-compliant device... (x3)
HID-compliant consumer control device...
Any idea how to do that in UDK ?
The ideal will be to be able to autoexec it, and/or assign that to a key stroke...
Merci !
If I find a way i will of course post it here
20 Replies
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- OlivierJTExplorerAs a general rule, I noticed that when something is easy to do, well... there will be no reply...
Please even if it's that easy, let it out !
^_^
Maybe I should install some logitech drivers , there are issues with tracking I read... ^_^
Cybereality where are you ? ^_^ - cyberealityGrand ChampionI'm here. Just trying to get through the large backlog from the weekend.
I did bring this issue up to the team, but it was determined that this wasn't a high priority. Mainly because our "best practice" is to never disable head-tracking as this can be jarring to the user. It's something we can still look into, but there are lots of other things that are more important right now. - OlivierJTExplorerThank you, I understand, this is not in my best practices also, it is to compensate for the lack of pitch and roll, so if the P/R is implemented first, well this is not needed anymore.
But it could still be kind of useful for cinematic for example !
Merci encore. - TummlerHonored GuestDoes every camera actor automatically have head tracking enabled using the Oculus version of UDK?
I ask because I don't have my dev kit yet so I can't test stereo and the shader and I'm wondering if head tracking on every camera is the same deal. - OlivierJTExplorerI think so, as you don't have to enable it on any camera to use it.
On some older project that I have, just to try, Oculus tracking was also on.
The only thing you have to enable is the stereoscopic rendering in the config file. The rest is "plug and play" - RoadKillGrillExplorerI tried pretty much commenting every line referencing Oculus, OC in all the unreal script and wasn't able to disable it. Its almost as if the unreal script doesn't even matter and the implementation is all native.
I made new GetPlayerViewPoint and UpdateRotation functions in my player controller that did not call any Oculus Code and it was still effecting it.
Even modifying the Oculus.uc didn't seems to effect it.
I was having trouble adding pitch to the camera as it was locked out, TogglePitch() didn't seem to do anything. Even looked at the unreal source for what Oculus TogglePitch does which is nothing more than flip a bool called bDisableControllerPitch that is only visibly used in the PlayerController's UpdateRotation (which I tried commenting out to no effect) - OlivierJTExplorerBonjour RKG,
Welcome to the forums as this is your first post ^_^
I understand your troubles as I had and still have the same ones.
There is nothing new for the last 2 months, nothing is done.
I contacted all the companies, some didn't even replied to me. (one of them is pissing on indies...)
There is nothing much you will be able to do on Oculus UDK, is a fake version, not even a shadow of UDK, if you don't do anything other than a weak fps mod, there is nothing you will be able to achieve with Oculus UDK.
OUDK as of today (still) is pure crap.
Can't add oculus rotation to anything (forget cockpit and vehicle 1 person) Forget all loop and roll.
No scaleform (no render to texture)
No Speedtree
No bink
Good luck with that...
So RKG, don't waste your time trying to fix it or enable normal UDK features... there is no way.
Epic want to sell Unreal 4 licenses. There are busy with 4, so UDK 3.5 is probably as is for a long time...
I am still using OUDK, and I am making content instead of Oculus integration... it's a shame really, and I keep things polite ^_^
it's easy to see : 95% of the Oculus demo out there are on Unity... Wonder why ? I don't...
Go to Unity if you can.
Me, I spent 2 years getting my project ready for OUDK... so I still wait for a ray of sunshine... (so stupid of me i guess...) - MrGeddingsExplorerI find that you "need" head-tracking i also feel in the times where i am looking at a video or a demo that does not yet support it, you feel a little dizzy because you want to move your head and change your view but you cant.
I think for all purposes head tracking should never be disabled however perhaps a sensitivity slider might help, i found that helped just a little in minecraft :-). - OlivierJTExplorerI absolutely agree with you, no head tracking can be very disorienting in some context.
BUT, I wanted it as an option to compensate for that lack of (as of today) correct implementation :
In my case I was able to code a kind of space ship rolling and looping.
Today when I do that with the Oculus the view stay the same as my head and my ship revolve around it.......
So If i want to do a loop I have to move with my ship and "spin" in my chair... VERY practical ^_^
So I looked and then asked if there was a way to disable tracking (temporarily) so I could have my view attached to the spaceship so I could code my spaceship control better.
Ideally afterward I wanted to add the ship rotation to the Headset view to have a real cockpit behavior.
2 month waiting....
So I changed my project... no more flying machine !
And yeah, and I don't need to disable tracking anymore...
There is nothing you can to on UDK anyway : Oculus rotation takes over everything in every situations.
FPS please... walk, and don't roll ! ^_^ - BlackFangHonored GuestWell. I've been trying for the entire weekend to stop the RIft from hijacking my camera to no avail. It would seem that Oculus does not give a shit about developer support. Which is strange, seeing as how the Rift will never become mainstream if their are no games for it.
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