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Motion in Unity does not match actual motion

himeko_tsuruta
Honored Guest

After updating to the most recent imports, i.e. using the latest UPM off Unity Store, Unity Version 2021.3.33f1, I am encountering a strange bug. With a very basic scene (an OVRCameraRig and a plane at 0,0,0), we find that the ground in VR does not match the actual ground - when I put the controller on the ground, it does not match where the controller is in real life. It feels as though the ground in Unity is "higher" than where it should be. This is not restricted to the vertical axis, when I move the controller in front of me (e.g. by stretching out my arms), it does not seem to reach as far as it should in the VR scene. 

I asked someone else to test this, and they had the same result, i.e. the viewed motion in VR was less than the motion they felt in real life. 


I am using "Tracking Origin Type" = "Floor Level". The Oculus itself has the correct calibration; when I tested movement it outside of the Unity App, everything worked fine. Please advise on how I should try to fix this. 

Attached the rig and the plane

himeko_tsuruta_1-1705438834782.pnghimeko_tsuruta_2-1705438845854.png

 

 

EDIT: OK I fixed this by just copying an OVRCameraRig that was in the examples, I still do not know why this occurred though

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