02-25-2025 05:02 AM
I am developing a room-scale experience in Unity using a Meta Quest Pro. My goal is to place objects at fixed positions in a virtual room that aligns with the real-world room boundary. To ensure positional stability, I am using OVR Camera Rig with Stage tracking so that the object placement does not shift due to tracking resets.
The room-scale boundary setup in Quest Pro works well, and the world origin is correctly set at the location where I start defining the boundary. However, the X and Z axis directions appear to be random rather than aligning with my initial facing direction when setting the boundary. This misalignment affects object placement in Unity since my expected forward direction (Z+) does not always match the actual Z+ direction in Unity’s world coordinates.
How does Quest Pro determine the X/Z axis directions when setting up a room-scale boundary?Or Is there a way to predictably control or force the coordinate system's orientation?
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