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Oculus Rift S tracking with OptiTrack in Unity

Interaction
Honored Guest
I'm trying to track a Rift S headset using an OptiTrack system. The setup described here goes as expected (using passive markers, not the clip). The issue arises when starting a scene in Unity. The HMD is tracked properly but it is offset compared to other object. I can even see the optitrack markers one meter away from me through the headset. It seems like the headset is tracked by the included tracking system of the headset and that the optitrack data is ignored.

I use Motive 2.1.1, and the OptiTrack OpenVR driver to stream headset data to SteamVR.

Do you know a way to solve this issue or to superpose the Optitrack and Oculus frames of reference?

4 REPLIES 4

huangjun
Protege
Disable the tracking of oculus hmd in unity and just use optitrack for the hmd?

I am facing same problem. Can you tell how to disable Oculus tracking?

Yes, To disable the Oculus tracking, you have to delete the OVR_Sample_interaction_Rig or any OVRPlayer that you use. Simply put markers on the Headset and create a Tracked RigidBody (from the Optitrack prefab) in Unity. Create a camera an put it as the child of the Tracked Rigidbody. Make your custom camera the MainCamera. 

 

 

xrdin.2023
Honored Guest

What about hand tracking? Is it possible to combine Meta hand tracking with OptiTrack positioning?