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.3.9KViews0likes5CommentsCenterEyeAnchor has wrong rotation and position after HMDLost and HMDAcquired again.
I frequently receive : Hardware Notification We can't find your headset. Please connect your headset. which is an other annoying problem. But what makes it worse is when the connection to the Rift is back again (triggers HMDAcquired action) the position and the rotation of CenterEyeAnchor is wrong. So when the connection is back, the camera view is not at it's last position but feels like the world has turned and shifted around you. This problem occurs from Unity 5.6 or higher, but doesn't happen at 5.5.3f1 (all 64bit). Oculus Utilities version doesn't have an effect (tried every version from 1.12 to 1.16 beta).801Views1like1Comment