Two Grab Rotate Transformer Snapping when triggered
Hi, Setting up a simple Two Grab Rotate Transformer and am noticing that when both triggers are pressed the object snap rotates a certain angle and than starts to rotate based on controller movement. If both triggers are pressed many times the object keeps rotating around even though controllers are not moved. The One Grab Rotate Transformer works fine and leaves the object rotation intact before rotating based on controller movement. Any ideas?489Views0likes0CommentsRotation components - Yaw, roll, and pitch
When using the scripting tools in Horizon Worlds, the code blocks "Yaw of rotation", "Pitch of rotation", and "Roll of rotation" do not appear in the operations tab of the scripting code blocks panel. These code blocks are used in assets named free spinning wheel and spring wheel, to return the yaw, pitch, and roll values in a rotation. Therefore, I know they exist but can not find them! Can anyone tell me if this is a glitched or if these code blocks are just not implemented for anyone to use yet?985Views1like0CommentsThrow Angular Velocity in Wrong Direction
In unity using the AvatarGrab example, I've noticed that when throwing things with a spin to it, the rotation will be in the wrong direction as soon as the grabbed item is let go. This happens with my own projects using the OVRGrabber/DistanceGrabbers and also in the Demo scenes. Has anyone else noticed this? Any input on how to solve this? Has a bug been reported? I couldn't find anything. Here's the behavior, very noticeable at 0:16: https://www.youtube.com/watch?v=Upqvy-5egIo1.7KViews1like3Commentshow to track headset rotation/tilt?
i am trying to track the rotation/tilt of the vr headset, and preform an action depending on the distance of the tilt after pushing in a button on the controller. lets say you press in a button on the controller and then tilt your head forward. i need to track the difference of the head tilt along the x axis from 0 to however far they tilt from the time they press in the button to when they release. so i am thinking something like this: get default/even/non-tilted rotation and set a value of 0 bool triggerPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger); if (triggerPressed){ then track the tilt/rotation difference on x axis and the same for y axis if (the x > 0){ do something } if (the x < 0){ do something else } } i probably messed up the syntax there but you get what i mean. anyone have any idea how to track that tilt?2.6KViews0likes3CommentsBlocking a Rift S sensors
Hello VR Experts I need to know if it is possible to cover a Rift S but still gain its head rotation? Can the headset still work if it was covered with let's say a velvet material? I don't need hands and positional tracking for the project! I understood the old Rift DK1's internal accelerometer still calculated rotation with its external sensors disconnected. (a bit cheeky, but would this also be the same situation for a Quest's head rotation?) It's for an artist instalation you see. Thanks in advance873Views0likes2CommentsRotating empty parent on character rotates on a weird axis when player isn't standing at origin
Sorry I know the title is really confusing. Basically the camera and hands are nested under an empty object. This empty object is then used to rotate the character and teleport the character. Thing is, the camera is able to freely move around and away the empty object. Making rotation seem like you're running in a circle instead of just rotating. Then when you teleport it's a little offset. Like if you shoot the teleport beam straight down you move because it's teleporting the empty object to the camera which moves the camera. So if the headset and camera aren't exactly on top of the empty object everything gets wonky. I understand the problem just can't figure out a solution. I tried resetting the position on every teleport but you can still move away and spin in circles. As well as resetting resets the orientation and that's not exactly what I need. Any help would be greatly appreciated.505Views0likes0CommentsReset rotation of HMD/Camera Rig
Hello, there, I don't know what to try anymore and therefore ask you for help. I would like to reset the rotation of the HMD. For my application it is very important to have an exact rotation of the HMD. However, if a user sets up the HMD and sets it so that everything is well visible to him, there is often an ofset in the x rotation although the person indicates to look exactly straight and recognizes a reference point as exactly centered. At the moment I'm already using this: _steamRend = UnityEngine.Object.FindObjectOfType<SteamVR_Render>(); _steamRend.trackingSpace = Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated; Valve.VR.OpenVR.System.ResetSeatedZeroPose(); UnityEngine.XR.InputTracking.Recenter(); That recentered the position, but unfortunately not the rotation. Does anyone have an idea? I can't set up the HMD for my test persons in such a way that the x rotation fits me and my research results, but the test persons can't see anything anymore :-). Thank you for every hint.1.2KViews0likes1CommentMultiplayer with OVRPlayerController prefab and center eye issue
Hi! I'm trying to make a multiplayer application using Unity 5.4.1p1 with Oculus 1.10.0.308075. Using Unet for network management and use OVRPlayerController prefab as spawn info > player prefab. Problem is, when i create a session and load first scene by clicking a button at lobby scene, center eye anchor transforms x rotation doubles somehow. If i click create session button on a panel (center eye rotation ~= x: 24 y:0 z:0), at the loaded level center eye x rotation becomes ~49. Meanwhile left and right eye cameras x rotations are ok (~24). What can be the reason? What can be the solution?5.1KViews0likes18CommentsOVRDisplay.ResetPose only works for yaw?
Hello everyone, for a research paradigm, we are giving our participants a DK2 HMD. We want them to be immersed in the experiment, hence the HMD. Because we have the Camera OBJ drive a preconfigured path, we do not want them to be able to look around. After lots of try and error, we figured that calling OVRDevice.ResetDisplay in Update() helps, but only "disables" the movement for one axis, but we need it for all three. Is that the intended behaviour or is it possible that the path-generator iTween interferes? Could it help calling ResetPose on OVRPlayercontroller? Any help greatly appreciated. Thanks /seb1.6KViews0likes7Comments