I'm ten feet in the air in the oculus menu
I keep spawning ten feet in the air when I use my oculus link for the quest on the oculus app and I don't know how to reset my height. I've been looking on countless forums and have wasted 3 hours trying to troubleshoot this and its really getting on my nerves345Views0likes0CommentsChanging Height for OVRPlayerController
I have been struggling for so long to try and figure out how to change the height of the player controller through script. I have tried turning off profile data but then dynamic height wont work, it will just keep moving the player head down as you move the headset down. And I need dynamic height on. I have even tried writing my own script for dynamic height and that dont work either, the same thing happends. So overall, I can get the player height to change if I turn off use profile data but then it messes up dynamic height. I really need to figure out how to do this, does anyone else have the same issue or does anyone have any more info they can supply? I have tried Youtube, forums, you name it. Been struggling for weeks. Thanks in advance.725Views0likes0CommentsEasy fix for Avatar height on OculusGO / GearVR
Well, many will find this bug that the avatar keeps floating above normal level or below, so what i did was: 1)Override OVRAvatarDriver 2)Go where the HeadPos is set 3)Add or Substract a number to the headPos variable in CalculateCurrentPose() code: https://pastebin.com/H31N9zvi I did this with Photon PUN + Avatar SDK + VRTK.Proper use of "get user profile" data. Height, IPD, etc...? (Blueprint)
Hello everyone, The first thing is to enable Oculus plugin "Online Subsystem Oculus" And then use a "Get user profile" , break it and print those. But... nope. It returns "true" but the values are still default (Unknow, 0, 0.1 etc...) What am I missing? Thanks1.8KViews0likes7CommentsCalibrate 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?444Views0likes0CommentsIssue with positional-tracking (height.. people are suddenly getting "taller")
Hi We are currently running the Oculus Rift on an exhibition, However we have experienced some issue with the heads positional tracking.. From time to time (quite random from what we are aware of) people trying our experience gets "taller" in the experience (like noticeably much taller, a few feet maybe).. this is a problem for us since we have built a driving-simulator, and this needs to match perfectly with where the steering wheel is attached. It all worked great during testing when we were testing in another room, however, at the exhibition things took a different turn.. We are using Unity to develop the application, and since its quite random.. the only think we can come to think of is that the Oculus for some reason decides to re-calibrate itself or something.. Anyone had an experience of this issue before? Any way to solve it?734Views0likes2CommentsRift Runtime randomly changes between assumption of sitting and standig player
Normally my Rift application runs fine, but sometimes the Runtime decides the Camera might be positioned high, while i am sitting. Then everything is shifted down. If you stand up, it might guess you are not over 2.5m and go back to a sitting camera height assumption. However, this is unsteady and I have not yet found a way to force it or even detect the offset. Is this a known problem and what are the solutions to this?829Views0likes3Comments