Quest 2 calibration with external camera and access to guardian coordinates
I am working on the calibration of the Quest 2 with a physical camera. I would like to better understand how the Quest 2 establishes the coordinates of its 3D space in relation to the guardian and especially how it either re-establishes or changes this when it is turned off, sleeps or goes outside of the guardian? Is there a system 'translation vector' that could be read and used to realign local 3D space with the updated Quest 2 3D space? If not, I am interested in learning how to establish a relationship with or get access to some fixed coordinate in the guardian space such that a translation vector could be calculated. Any input on this would be appreciated. I have not been able to find reference details on this via a search - could someone point me in the right direction? If it needs context, then it would be relative to Unity. I have developed for other platforms but am new to development for the Quest 2 / Unity.2.2KViews0likes1CommentMixed Reality Capture Tool Calibration has to be redone almost every time
I am using the Mixed Reality Capture Tool (latest version 5.1.1) with a custom Unity App using the default MRC scene template. I am doing MRC with a quest 2 using the oculus link so I choose Rift S when using the tool. When I calibrate my camera and run the app and OBS everything works fine, but then if I re-run the app later in the day the calibration is all off and I have to recalibrate. It's a painstaking process and really annoying that it gets off for some reason. The camera has not moved. Any idea what the issue could be? It would be great if the tool/api would say where the calibration is stored so it could be saved externally and verified. It's way too much of a black box now. This would also be helpful to have separate calibrations for different setups.1.9KViews0likes1Comment4.21 Reset Position now places camera at pawn origin (ignores Set Tracking Origin: Floor Level)
Hello, In 4.20 (SDK v1.25) if you call "Reset Orientation and Position" (Through BP or through Oculus pause menu) you would remain at the same height (assuming you Set Tracking Origin to Floor Level) in 4.21 (SDK v1.28) calling this results with camera being placed back to the origin. With a Vive, calling reset position has always moved camera to origin. Is this a regression or are apps now expected to all use "Eye Level" origins? Thanks, Alex1.4KViews0likes3CommentsCalibrate Height WITHOUT Oculus Client? (Unity 5.4.5)
Hello Community! I'm trying to find a way to calibrate the floor height in Unity without the client (So I can implement in-game calibration). However, no matter what I do, (Even getting the eyeHeight values from the OVRPlugin.cs) It always sticks with what is set from the Oculus Client. If anything (Especially from Oculus's Support) Is there a way to do this without the Oculus Client?478Views0likes0CommentsSaving calibration state after calling ovr_RecenterTrackingOrigin
Ingame I can call ovr_RecenterTrackingOrigin and this works, but it is not saved or made persistent when running my exe a second time. In fact, my controllers (including the Oculus) are recreated at every ingame heat, and this keeps resetting the Oculus calibration position. I can only change this in a persistent way by calibration inside the Oculus Home screen. I would however like to be able to make the calibration persistent also from within my game. I could check and save (on disk) the calibration pose after calling ovr_GetTrackingState() after having called ovr_RecenterTrackingOrigin(), but it seems silly to have my own calibration matrix on top of the Oculus provided one. Any idea how I could achieve that?614Views0likes1Comment