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April 1, 2021

Headset angular velocity is always reported as 0

This has been verified with Oculus OpenXR runtime version 1.58.0.

 

To get the headset angular velocity, I use code like in the following snippet:

 

XrSpaceVelocity velocity = { XR_TYPE_SPACE_VELOCITY };
XrSpaceLocation location = { XR_TYPE_SPACE_LOCATION };
location.next = &velocity;
XR_CHECK(xrLocateSpace(viewSpace, localSpace, displayTime, &location));

 

This works as expected with both the WMR and Valve OpenXR runtimes. With the Oculus runtime, however, velocity.angularVelocity always contains {0,0,0}, despite the XR_SPACE_VELOCITY_ANGULAR_VALID_BIT flag being correctly set in velocity.velocityFlags.

    1 reply

    Meta Employee
    April 23, 2021

    Thanks Anonymous !
    I'll make sure that a fix for this goes out ASAP.