11-05-2019 06:09 PM
I'm developing in Unity for Quest and I've come across something disappointing and confusing. All I want to do is make sure when I load up a new scene that the headset resets its position and orientation to the place I've specified (so, you know, it doesn't put me outside of a scene, etc.). When you use move around physically, your play space position does not move with your headset. So these are two separate positions and orientations.
Normally, if I was to move away from the play space origin and teleported somewhere to a place that loads the next scene, the headset is placed the same distance from where I place the origin in the next screen, making me appear in unintended places.
I have tried using the code for resetting the camera position,
UnityEngine.XR.InputTracking.Recenter();
at the beginning of the scene. This works as intended when previewing on Rift, but it does nothing on my Quest. I have tried absolutely everything to even manually change the headset's transform and return it to the play space origin, but again, works only on Rift. I read somewhere that Oculus intentionally disabled this feature on Quest because a user can reset the play space manually by holding the Oculus button.
If that's true, how in the world am I supposed to do something that should he so simple like this? Why can't I move the headset position like on the Rift? It uses the exact same Oculus SDK and everything.
01-22-2021 01:20 AM
02-03-2021 02:55 AM