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Quest vs Rift: OVR Player Controller Misaligned

Shottski
Explorer
Hi Everyone,
I posted this to the Unity Forums but didn't get any advice.

I've been doing Unity development with my Rift.  One day, I had the idea of seeing what would happen if I ran a Unity scene using my Quest via Link.  After doing so, my player controller has been consistently off whenever I use the Rift in Unity or in builds created by Unity. 

I'm apparently too new to post links so I'm going to lay this out using multiple comments so I can post video of the issue.
2 REPLIES 2

Shottski
Explorer
I'm using 2019 versions of Unity but this issue persists regardless of Unity version.  Even a project I hadn't touched in 6 months was impacted.  I have also updated as well as rolled back the Oculus Integration to no avail.

Shottski
Explorer
It's taking a bit too long for the forums to like me.  I have the video on streamable and can be found by adding /mvpm26 to the end of that website's name.

In the video, you can see that I added a cylinder as a child of the OVRplayercontroller.  Once the scene is run, the player controller immediately separates from the cylinder and that I can turn around to look at the cylinder once the headset is on.  Although my hands are in the right location and interact appropriately, the player's collisions with the scene are happening back where the capsule is seen rather than where the player appears to be located.  This makes navigation impossible and you can see me struggling to get around the table in the scene.

Any ideas for troubleshooting would be appreciated as this has killed all of my potential development for the Rift.  I tried to switch over to developing for Quest but have a different roadblock there (builds can be heard but not seen once loaded onto the Quest) but that is a separate discussion.