Headset position relative to OVRCameraRig Unity GameObject Transform Position
I am making a game where the play will only walk around physically. The OVRCameraRig game object in Unity will never actually move. I have this working, but now need to trigger things when the player "gets" to a particular location in the game. Since the player is physically moving around and the OVRCameraRig isn't I can't figure out what game object to put a trigger component onto. I have a debug output mechanism that I can show the x,y,z position of whatever game object I want showing in a HUD. I have put several game objects to output that position and none of them move when the player (headset) moves around in the scene. This is an Oculus Quest.3.9KViews0likes5Comments3rd Person Camera Relative Movement - Strange Behavior After Build to Quest
I'm working on a simple game where a 3rd person player is controlled by the 2d axis movement on one of the controllers. The movement is camera relative. Depending on the direction the headset is facing, the 3rd person player moves in the appropriate direction. Everything works fine when testing the game in Unity. When I build and run the game on Quest (or Quest 2), I get some unexpected behavior that I can't figure out. On Quest, the 3rd person player immediately starts moving (without any 2d axis movement on the controller). I used adb to stream the actual input, and it appears that the primary2Daxis is throwing off a value (even though I'm not pressing anything). As well, the 3rd person player responds to head rotation differently, almost as if there is head rotation alters local direction, rather than global direction as it should. I've got no idea how to troubleshoot this as the behavior is so different in-engine. Any thoughts on where to begin? I'm using Unity 2019.4 LTS and the XR Interaction Toolkit 0.10. Here is the camera relative movement code: private void movePlayer() { if (targetDevice.TryGetFeatureValue(CommonUsages.primary2DAxis, out Vector2 primary2DAxisValue) && primary2DAxisValue != Vector2.zero) { float X = primary2DAxisValue.x; float Y = primary2DAxisValue.y; Vector3 forward = Vector3.Normalize(Vector3.ProjectOnPlane(mainCamera.transform.forward, Vector3.up)); Vector3 right = Vector3.Normalize(Vector3.ProjectOnPlane(mainCamera.transform.right, Vector3.up)); moveDirection = Vector3.Normalize((X * right) + (Y * forward)); transform.rotation = Quaternion.LookRotation(moveDirection); transform.Translate(moveDirection * speed * Time.deltaTime, Space.World); } }Solved2.2KViews1like1CommentStereoscopic 180 degree 60 FPS 4K Camera Rig
The name kind of explains what I'm looking for. I need to record 3d stereoscopic videos in 180-degree view. I have been using this camera rig so far http://www.izugar.com/shop/product/z2xl180/. I can stitch this fine and have a side by side video made, however, it is in 30FPS only allows 60FPS as 1080p which is very bad looking, to say the least. I need it to be 4K! From what I'm gathering most producers that achieve this have created custom rigs with high performing DSLR cameras etc. Does anyone know how I can achieve this Stereoscopic 180 degree 60 FPS 4K Camera Rig? Thanks Matt967Views0likes1CommentHow can I block the camera with the colision capsule?
I have tried to program the movement in different ways but I have not found the solution to align the camera with the collision capsule, if I manage to align the camera with the capsule, when it collides, the capsule is blocked but the camera continues foward. Could someone help me or guide me on how it could be done? Thanks in advance.1.1KViews0likes2CommentsHeadset Based Turning
To retain the 6DOF of the headset while still moving along with the player, the camera is currently a child of a body object. The body object is a collider and rigidbody which is moved by the locomotion script. How does one make the body face the same direction as the camera? Currently making the body turn to face the same direction as the camera also turns the camera further as it is a child of the body which in turn turns the body further and so on creating a "dog chasing its tail" effect.395Views0likes0CommentsAssigning custom cameras to the separate displays (scientific research)
Hi guys, the question is rather simple: can I assign my own cameras to the two separate displays of my rift? (Unity x CV1) I've been calibrating my display by spectral measurements (I do scientific research on colour perception) and it seems that there is a large colour difference between the left and right display. I'd like to solve this by rendering different cubemaps (with corrected colours which differ for each display) with two different cameras and sending the feed to the respective displays. Thanks in advance539Views0likes0CommentsIs Nikon KeyMission 360 assets CV1 compatible?
Hi All, I am looking for some inexpensive and good 360 camera to shoo 360 videos and then I can see them with my Oculus CV1 creating VR content. Since I saw the Nikon KeyMission 360 spec Video Format 4K MPEG4-AVC/H.264 3840 x 2160p / 24 fps High Definition MPEG4-AVC/H.264 1920 x 1080p / 24 fps 1440 x 960p / 25 fps 1440 x 960p / 30 fps For it, Could say me if the 360 Video recorded with this 360 camera could be played with the CV1? Or if anybody knows a bettter 360 camera option, please let me know. Thanks in advance and sorry for my little english... Alejandro Castan701Views0likes0Comments