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Colliders and Positional Tracking on Oculus Quest.

valerioPavanVR
Honored Guest
Hello,
I'm doing the porting on Quest (from an Oculus Go project).
My game is based on free locomotion (a sort of walking inside a labyrinth).
So my player is surrounded by ‘wall’ colliders.
Now, there was no problem with the Oculus Go, because it was 3DOF, 
but with the Quest, if I move myself inside the user play area (using my own feet and not through the controller)
, the consequence is that the player moves through walls… 😞
Is there a way to disable just the positional tracking in Unity?

Thanks a lot!

Valerio
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