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.930Views0likes0CommentsHow to make my progress bar to follow the head movement
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. Any help?545Views0likes0CommentsTracking faulty
The problem is only in game. when I go to the oculus menu everything works. What I did: Put the USB cable on another port Restarted my pc Put the battery out and in Reconnected the controller Updated my graphic card Cleaned the cameras Reinstalled the oculus software737Views0likes0CommentsQuest Keeps Lose Tracking When Pointed at this Wall - new issue as of v16 (photo in discussion)
Since I've updated to v16, every time I turn towards this wall/window, the Quest immediately loses all tracking and loses track of the Guardian, forcing me to set it up again. However as soon as I turn towards any of the other 3 walls in the room, the Guardian gets recognized and tracking immediately starts working again. I've set up the room with Guardian, and have not had an issue in this room before v16.729Views0likes1CommentBlocking 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 advance859Views0likes2CommentsRequest For External Base Station / Sensor Support
The Rift S should support add-on base station / external tracking. I run into issues with controller drift and close to the body and outside the range of the headset tracking. These are issues I only found when moving to Rift S from CV1, an easy fix for this would be some type of external tracking add-on for the people that need it. Maybe if enough people request, we can get this done.962Views1like4CommentsOculus Rift head tracking speed/rate
Greetings All, I've been using Oculus Rift now for some time. I mostly use it for flight sims, seated with a HOTAS stick/throttle and rudder pedals. One setting I cannot find is the Head Tracking Rate or Speed. When using TrackIr you can easily change the speed of head movement in the GUI but this doesn't seem to be available in the Oculus software, Steam VR settings or in the simulator settings. My problem is that I have a neck injury, so my head movement is limited and painful, therefore checking six is nearly impossible for me without taking my hands off the controls and moving my whole body out of position. Has anyone been able to alter this setting yet?705Views0likes1CommentHow to disable HeadTracking from the camera
Hey there, I'm new with Unity and VR stuff so be patient please. I'm working on a project where i want the camera to be static in front of an object, and want to get gyroscope values to do other stuff, is there any way to do something like that? If so please try to explain me how, step by step, slow and easy please, don't forget i'm new with all this. I'll really appreciate your answer. Have a nice day. PD: I'm working over Unity 5.3.5f1, gear VR and galaxy S6.Solved3.6KViews0likes5CommentsTurning off Head and Directional Tracking
Hi - is there was way to turn this off? I have been using the Go to watch Netflix movies while I commute to work in the bus. Every time the bus changes direction, the screen shifts. Long pressing the Oculus button does nothing, so I have to press it, and select "Resume" when the option to quit or resume comes up. Results in quite a few interruptions and reloads of the movie.2.2KViews0likes8CommentsLogging 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?549Views0likes0Comments