Empty third sensor position with OVRManager.tracker.GetPose(2)
TL;DL: With 3 sensors, OVRManager.tracker.GetPose(id) works OK for the first and second sensors (ids 0 and 1), but returns (0,0,0) for the third sensor (id 2). Hello! I'm working on an app that uses each sensor position, and it works correctly for the two first trackers, but not for the third one. OVRManager.tracker.count does return 3. OVRManager.tracker.GetPresent(id) does return true to ids 0, 1 and 2 (and false to id 3, as there's only 3 connected sensors). OVRManager.tracker.GetPoseValid(id) does return true to ids 0, 1 and 2 (and false to id 3). OVRManager.tracker.GetPose(id) returns valid positions and orientations to ids 0 and 1, but empty values for ids 2 and 3 (it should return valid values for id 2). "Empty values" being position (0, 0, 0) and rotation (0, 180, 0). Here is an output example: trackers count: 3 ------ id: 0 | present: True | poseValid: True id: 0 | position: (0.9854, 1.8364, 0.5153) id: 0 | rotation: (15.8191, 233.1839, 1.3493) ------ id: 1 | present: True | poseValid: True id: 1 | position: (-1.7348, 1.6925, -1.0900) id: 1 | rotation: (359.7148, 67.5559, 0.3881) ------ id: 2 | present: True | poseValid: True id: 2 | position: (0.0000, 0.0000, 0.0000) id: 2 | rotation: (0.0000, 180.0000, 0.0000) ------ id: 3 | present: False | poseValid: False id: 3 | position: (0.0000, 0.0000, 0.0000) id: 3 | rotation: (0.0000, 180.0000, 0.0000) Is this a bug, or am I doing something wrong? Thank you.1.5KViews0likes4CommentsIs there any way to access CV1 tracking data and select what I need only?
I've seen a lot of similar questions in the Unity section, but I couldn`t find a solution. Also I`m pretty new to this, so please keep in mind that I`m not an expert. I`m using Unity 5.4.1f1, Oculus Utilities 1.9 and the CV1. What I want: I want to basically stream motion capturing data to Unity and use my CV1 as (just) a screen. -> Only using mocap data for position & orientation. I want to achieve that with the best possible performance. My application should allow the user to juggle with kegs or catch balls. Nothing too crazy. What I`ve tried: Seems like turning off Oculus support and use the CV1 als second screen resolts in a bad experience. Writing a script to cancel out the CV1 tracking data and set it as parent of the camera results in a lot of unnecessary traffic. My Question(s): Most of the stuff I read was older than 6 months. Is there a way now to turn of sensors/tracking data or select it? Can I achieve what I want in Unity? Can I achieve what I want outside of Unity? -> Is there any way at all or is the CV1 simply not meant to develop? It`s my thesis to topic to use mocap data instead of the build in tracking data, so please don`t answer with "just use the build in tracking data". I wouldn`t mind downgrading if it works and is compatible with the other stuff. I appreciate any helpful comment on this, since im realy stuck right now. :/Solved1KViews0likes3CommentsVRFocusLost / Acquired is not being called on builds
I'm trying to utilize OVRManager.VrFocusAcquired and OVRManager.VrFocusLost to tell a UI Canvas in Screen Space (which is only visible on the monitor) to show "nothing" (if the headset is on) or instructions on how to put the headset on (if the headset is off). This _works_ in the editor. I see on-screen text indicating the change in status, and if I press a key my local boolean "hasVRFocus" (which is set in the delegates) reports correctly. It does _not_ work in a build. My delegates are not being called. I get no on-screen text updates from those methods (while others work fine), and "hasVRFocus" always reports its initial value. This is with Unity 5.4.0p2 and Oculus 1.6 on Windows 8.1, using a CV1, in a custom project created solely to test this feature. Looking for assistance!802Views0likes1CommentChange "Tracker sensor" device script (Unity 5.4.0f2)
Hey all, I wan't to turn off the "reset position" in Unity when the Tracking sensor has moved 22.5 degrees. We are a company who build a device for walking in scénes. At times we want to rotate the "Tracking sensor" around the player. Every time we do that now, the "Tracking sensor" device reset the hmd. This gives a stutter and rotates the scene too. How can we disable the function in Unity 5.4.0f2. (we used the native Oculus option in Unity1.1KViews1like4Comments