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Origin "stuck" on Quest 3?

uncle_hunty
Explorer
I hava a bizarre problem on my Quest 3 where my origin for all of the Unity apps I build is "stuck" in a specific real-world position. I THINK this position is the first place I stood when I launched an app with a room-scale boundary. No matter where I am, either in a stationary or room-scale boundary, even in another room, the apps all start with the origin in that "stuck" position. And it's doing this same thing for multiple apps.
 
This issue ONLY happens on my Quest 3; it doesn't happen on my Quest 2. This also happens regardless of whether the app is set to VR or AR.
 
As a test, I've made a Unity app that just has a scene with an AR Session, XR Origin with camera (and passthrough setup on the camera), and a sphere at the origin. There are no custom scripts in the project.
 
On my Quest 2, the sphere correctly spawns at my feet, on matter where I'm standing.
 
But on Quest 3, the sphere always spawns at that "stuck" position, even if I'm in another room. Likewise, all the other Unity apps I've built also spawn at the same "stuck" position.
 
I'm building all of these apps using OpenXR Meta.
 
I've tested a bunch of apps from the app store, and they don't have this problem.
 
Any idea what's going on? Is there something that I should be doing at start-up in my apps to set the origin to my current position? Is there a setting somewhere on the Quest 3 that I can clear or toggle off to fix this?
 
EDIT: I went into "Privacy and Safety" and cleared my spatial data. Now when I start in a stationary boundary, the origin is correctly centered on me (although the rotation seems arbitrary), and when I start in a roomscale boundary the origin is centered about in the middle of the boundary (also with an arbitrary rotation). Is that about the best I can expect? By comparison, First Encounters matches my position and rotation just fine when I start it in a roomscale boundary.
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