Oculus Body tracking is laggy after app is waken up
Dear guys, It seems a bug for bodytracking in Unreal engine 5.3.2. 1. I download the demo from oculus sample github (unity + unreal) and test them. https://github.com/oculus-samples/Unreal-Movement https://github.com/oculus-samples/Unity-Movement 2. build the unreal and unity sample for bodytracking and install them in the oculus quest3. Open Apps and they all works smoothly. 3. Sleep and wake up the headset. Unreal version : I found the tracking body is very laggy but the controller play very smooth. After about 30s, it will work well. In the picture, you could found the hand cannot attach to the controller. unity version: It recover in ~2s without waiting for a long time. I try to print the log for the tick event. Body tracking API (GetBodyState(FOculusXRBodyState& outOculusXRBodyState, float WorldToMeters))return the same skeleton position value within a short period of time, which results in the body cartoon not playing smoothly.Solved1.9KViews0likes3CommentsOculusXRBodyTracking component - It does not work correctly!
Hello, everyone! PLS help me understand! I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same). What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately? Im work on UE5.1.1847Views1like0Comments