How to follow the movement of head with Oculus Quest
Hi, I developed a VR application, where I load a 3D model at runtime into the scene. During loading, I show the progress wheel bar so that user know that loading is in progress. I implemented progress wheel bar by using Unity UI image with some sprites. My question is, If during loading, if user move its head how can I make my progress bar to follow the head movement? I am using OVRCameraRig from Oculus integration.989Views0likes0CommentsBlocking a Rift S sensors
Hello VR Experts I need to know if it is possible to cover a Rift S but still gain its head rotation? Can the headset still work if it was covered with let's say a velvet material? I don't need hands and positional tracking for the project! I understood the old Rift DK1's internal accelerometer still calculated rotation with its external sensors disconnected. (a bit cheeky, but would this also be the same situation for a Quest's head rotation?) It's for an artist instalation you see. Thanks in advance872Views0likes2CommentsLogging Capabilities via SDK
I have a very high-level question. Is it possible to log or the following types of information via the Oculus SDK (while e.g. using the DK2): head position with 3D coordinates/directions, eye positions, hand/controller positions, buttons pressed, the image the user is currently seeing (or video?). Is this provided by the SDK or is there a way to obtain this directly from the hardware? Or is this only accessible (and better caught) via a gaming engine, such as Unreal, that interfaces to Oculus? I only have a very basic understanding of the hardware and the SDK and want to get a better understanding of getting to low-level sensor information. I am thinking about a small project that simply records these types of low-level information and possibly getting to some derived higher-level movement information (e.g. gestures) . Any help pointing me to sections of the SDK, other documentation, other VR projects and/or tools would be highly appreciated. So far, I have looked at the Avatar, the Sound SDK, and the PC SDK but was only able to find very high-level information about gaming. Am I looking in the wrong place?561Views0likes0CommentsWhere's the headset and controller origin point?
What position, specifically, on the physical headset and touch controllers is reported by ovr_GetTrackingState? From the doc: "The SDK reports a rough model of the user’s head in space based on a set of points and vectors. The model is defined around an origin point, which should be centered approximately at the pivot point of the user’s head and neck when they are sitting up in a comfortable position in front of the camera." However, the eye offsets provided by ovr_GetRenderDesc only have a nonzero offset in the x-direction, which doesn't jive with the above description. What physical points do ovrTrackingState.HeadPose and ovrTrackingState.HandPoses actually correspond to on the devices?2.6KViews1like3CommentsAre there examples for HMD and position tracking?
Dear community, Is there any working sample with the actual SDK version to log the HMD (axes, pitch, roll and yaw) and the position ? I'm struggling with the documentation and cannot find any supporting docs, code or examples which makes this topic easier to understand. I would be very thankful for any help on this topic. Thanks and best regards.426Views0likes0CommentsWhere does the Unreal HMD tracked position sit in real world?
I'm looking for some documentation that describes where in the real world the tracked HMD position returned by Unreal actually sits. I'll assume that it is of course in the centre left to right, but where is that point located relative to, say, the CV1 headsets exterior front surface? Ie how far back from the front surface? Is this described somewhere? Cheers Fred2.6KViews0likes2CommentsDisabling Oculus tracking/rotation
Hey, I'm aware that this question has been asked quite a lot (https://forums.oculus.com/community/discussion/40288/is-it-possible-to-disable-all-tracking, https://forums.oculus.com/community/discussion/comment/242286), but everything i've found has been for Unity, when I'm working with the C++ API (Using CV1, newest SDK). Anyway, I'd ideally like some function (like an ovr_DisableTracking), that i could call on initialization that would stop the Oculus from responding to any gyroscopic, accelerometer, etc, readings. Basically i want to turn the Oculus into a head mounted dumb screen. I've tried a separate thread that calls the ovr_SubmitFrame as frequently as possible, but the occasional frame drop or context switch leads to this making the image occasionally get out of sync with the actual HMD orientation, leading to black bars. Plus I'd prefer to drop an unnecessary thread. The reason i want this is because i want to have a camera mounted directly on the front of the Oculus piping into the screen, making any Oculus orientation readings redundant, since the camera moves with the user's head anyway. Any recommendations or code samples would be fantastic. Thanks.1.1KViews0likes2CommentsTracking the Rift's position and orientation about a fixed origin (relative to the camera)
I'm working on a project (in Unity 5) which requires absolute position and orientation tracking relative to the camera. This is in combination with Leap VR hand tracking and some physical equipment (fixed relative to the camera) which the user interacts with while in VR. The runtime clearly knows the information I need - is there any way of extracting the transformation from camera-tracking space to the tracking space presented by the runtime? What I've got at the moment is a kind of reverse-calibration which 'corrects' the tracking transformation so that the camera position and orientation is fixed in the scene, but that seems archaic and doesn't work properly when the camera is pitched up or down.2.4KViews0likes2CommentsChange "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