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Using external positional tracking with Quest Pro eye tracking - Unity

mobilabusyd
Honored Guest

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

1 ACCEPTED SOLUTION

Accepted Solutions

Eire_Max
Meta Quest Support
Meta Quest Support

Hey @mobilabusyd 

Welcome to the Meta Community Forums, I hope you have a great time!

Forgive me if I'm wrong, but are these development issues you are running into? If so, I would recommend getting in touch with the folks in the Development Forums found here as they would be best equipped to provide you with the answers you are looking for.

If this is not a dev issue however, hopefully one of our more knowledgeable forum members or MVPs will be able to assist.

Have a great day!

Moderator 2 Electric Boogaloo

View solution in original post

1 REPLY 1

Eire_Max
Meta Quest Support
Meta Quest Support

Hey @mobilabusyd 

Welcome to the Meta Community Forums, I hope you have a great time!

Forgive me if I'm wrong, but are these development issues you are running into? If so, I would recommend getting in touch with the folks in the Development Forums found here as they would be best equipped to provide you with the answers you are looking for.

If this is not a dev issue however, hopefully one of our more knowledgeable forum members or MVPs will be able to assist.

Have a great day!

Moderator 2 Electric Boogaloo
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