Object placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved58Views0likes1CommentCamera motion in passthrough
Hi! I am working on developing an app that rotates or translates the field of view during passthrough at different rates. I was wondering if there was a way to have the cameras on the Meta Quest 2, 3, or Pro track a virtual object that moves back and forth? I want the cameras to move back and forth independent from the user's head motion. I can clip some peripheral vision to make this possible as well. Does anybody have a recommendation on how to do this or think it is even possible with the current plugins? Thanks!500Views0likes0CommentsTemporarily decoupling HMD sensors from OVR Camera Rig
Hello, I am developing an application for Oculus Quest2 that will eventually run as an experiment. For part of this experiment, I wish to mirror the rotation of the camera such that its y axis(yaw) is inverted. This will make it so that when the user rotates right, they will effectively see the opposite motion sequence - i.e: what they would have seen if they had rotated to the left. I want to be able to control when this mirroring happens, as it should only last for brief segments of the game. I have tried tinkering with the OVRCameraRig.cs file in the Unity Integration Package (in "if(updateEyeAnchors)" section) with no luck. Specifically, I have tried setting the localRotation of the centerEyeAnchor to its inverse y value. Because I don't know how to mirror Yaw with quaternions, however, I do this in a roundabout way - by converting centerEyeAnchor to Euler angles and doing the manipulation with Vector3s. Is hacking the OVRCameraRig script possible in this way or is some of this HMD to camera mapping inaccessible? I am open to any suggestions! Thanks in advance!741Views0likes0CommentsStrange display errors inside the camera rig (both eye anchor)
Hi everyone, I'm developing a simple vr application in Unity 3D for Oculus Rift. I'm Using Unity Oculus Utilities 1.26 and Oculus Avatar SDK 1.26. I've noticed these strange errors inside the both eye anchor (Camera RIG, oculus default prefab): there are some many grey elements flickering and disappering on the screen. On the cameras is aplied Post Processing Stack (I've tried disabling this, but I've the same problem). Do you know what is the cause of this error? I've choose the wrong rendering mode? The UI can give these strange problems? I've attached some errors screenshot and rendering settings. Thanks a lot!489Views0likes0Comments