Headset acceleration or velocity in Unity3D
Hi Everybody, I am trying to access the Headset acceleration or velocity in Unity3D. I am interested in the raw data as well as a fused version. As I read in previous blog posts it is not possible to access the raw data but at least the fused data somehow. For my scenario it is important that positional tracking is disabled. So far I have tried the Oculus Utilities 1.19.0 with Unity 2017.1 and Unity 2017.2 . I have tried to access the acceleration with OVRDisplay class: OVRManager.display.acceleration But I am not getting any result. Besides that I tried using the Unity3D API with the following: List<XRNodeState> nodeStates = new List<XRNodeState>(); UnityEngine.XR.InputTracking.GetNodeStates(nodeStates); foreach(XRNodeState ns in nodeStates) { Vector3 acceleration; if (ns.TryGetAcceleration( out acceleration)){ // do something with acceleration } } Here I get a result if one of the Oculus cameras is seeing the Rift. But if the Rift is not visible velocity and acceleration are (0,0,0). As I mentioned I cannot use positional tracking in my scenario. Am I doing something wrong or just missing something? Or are this values not forwarded if positional tracking is disabled? Thanks in advance!1.5KViews0likes1CommentGet the raw absolute rotation from the Gear VR IMU
Hello! Is there any possibility to get the absolute rotation from the IMU in the Gear VR? I need this for an application that needs to get the direction in real world, like for example in a GPS. I can't find a way to get this raw data from the IMU. It is for a quite important demonstration event. Thank you all in advance!971Views0likes2Comments