Application loads player away from player start position
Hi all, When I play my application in VR Unreal engine editor all is fine but when I side load the APK into my headset: The player is rotated 180 degrees A few feet offset from the starting position Simply rotating player or changing starting player methods in UE dont seem to help. Any ideas? Thank you624Views0likes1CommentQuest 3 how to match virtual and physical room orientation properly (AR/XR) ?
Hello, I use a quest 3 in UE5 using steamvr currently (new to quest dev in ue). I use Steam link to stream the picture to the quest3. I never packed an apk but simply started the game from the ue editor in vr mode in unreal. I recognized, that every time i start/stop the game in the editor, the orientation (yaw) of my virtual space in unreal changes kind of randomly... probably depends on inital headset position when i start the game. I want to place a virtual object in my 3d scene and i want it to correspont to the real-world location for ever - even when i shutdown unreal and the quest headset and restart. Think of an AR way to place a virtual object in your room in a specific position. I already found the ARPins, but couldnt get it to run (at least not when starting the game from the UE editor in vr mode - they seem to be overpowered for my case anyway). Generally i wonder why it is so hard to match virtual orientation to real-world-orientation. The guardian/champerone, is always perfectly matching the room - even when turjing off the headset. So the headset must be aware of the physical room and positions and orientation. Why is it such a hustle to match it in unreal? Would be glad if someone could shed some light 🙂 thank you 🙂Solved6.3KViews0likes2CommentsForcing Orientation After Teleport
Hello, I'm building a Scene in Unity (2019.4), using Oculus Integration v23.1.0. I have a set of teleport destinations, and I'd like to customize the orientation of the user after teleporting to any of these points so they'll be facing a certain direction (relative to the destination) upon landing. I've tried using the various Teleport Orientation Handlers (360, Thumbstick Head Relative, Thumbstick Forward Facing, etc.) and have tried rotating the actual TeleportDestination objects (as well as the Orientation child objects under them), but still can't seem to ensure that the user faces where I want them to after teleporting. I'd appreciate any suggestions! I feel like this must be something simple that I'm missing. Thank you.712Views0likes0CommentsOrientation + Re-Orientation Issue
VRC.Mobile.Functional.6 The app must reset the user’s orientation if the user removes the headset and puts it back on. Oculus Go specific: While on menus prior to gameplay, removing the headset and putting it back on reorients the user's point-of-view 90 degrees left of the main menu. This also appears to be the default Main Menu view on boot. VRC.Mobile.Functional.7 The app must reset the user’s orientation if the user selects **Reorient** in the Universal Menu. Oculus Go specific: While on menus prior to gameplay, selecting Reset View reorients the user's position 90 degrees left of the main menu. This also appears to be the default Main Menu view on boot. We actually dont know how to handle these situations, is there an Event to Fire, to handle WornOff,On States and Re-Orient from Univeral Menu ? Can someone share his BP logic on this? Thank you!739Views0likes3CommentsWhat are best practices for view/orientation reset?
Hi all, I'm having trouble finding any info on best practices for view resetting in Rift games. In particular: 1. Should we rely on the system calibration for the view orientation - or is it best to also include some way for users to tap a key to reset their view while playing? 2. Assuming we do offer some key combo/UI option to reset, should we reset the position only, or the position *and* the orientation? 3. is there some best practice for things such as a countdown mechanism, or should the reset happen the moment they press the key? Thanks!583Views0likes0CommentsAvoid gyroscope reorientation when moving
Hi all, I am building a VR app that displays a 360° movie over reality in a place. The alignment with reality has to be very accurate. The app is in free use in a public place, with about 300 uses a day. I have noticed that after a day, the video in the Rift gets desoriented and does not match the reality any more (3~50° variable). After a bunch of tests, I have noticed in the Rift logs that a large head movement implies an alignment update, thus the desorientation. Here is a sample of the log where we can see the alignment update : 24/04 12:04:53.022 {INFO} [HW:Health] Visibility: H +... R .... L .... 24/04 12:04:53.175 {INFO} [HW:Health] Visibility: H -... R .... L .... 24/04 12:04:53.252 {INFO} [Tracking:CamCal] Waiting for initial calibration 24/04 12:04:53.327 {INFO} [HW:Health] Visibility: H +... R .... L .... 24/04 12:04:53.348 {INFO} [HW:Health] Visibility: H -... R .... L .... 24/04 12:04:53.367 {INFO} [HW:Health] Visibility: H +... R .... L .... 24/04 12:04:53.579 {INFO} [Tracking:CamCal] EstimatedUpInCamera camera 0, object 0, count 10: tilt 13.66 0.39 (13.67) 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Computed gravity alignment: camera 0:WMTD30335001AZ, tilt: calculated 14.49 1.16 (14.53), filtered 14.49 1.16 (14.53), delta -14.49 -1.16 (14.53), tilt err 0.0287 deg, elapsed 0.177, wasAligned 0 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Unreliable samples: 5 out of 15 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Resetting gravity filter: reliable 1/0, large 0, wasAligned 0, forced 1 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Gravity alignment updated 24/04 12:04:53.676 {INFO} [Tracking:CamCal] DoGravityAlignment cam 0, aligned 0 0 24/04 12:04:53.676 {INFO} [Tracking:CamCal] First camera alignment 0, default 0, 0, 0 (0) / 0.00 (0.00, 0.00, 0.00) 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Gravity Alignment Update, wasAligned 0, wasEstimated 0 24/04 12:04:53.676 {INFO} [Tracking:CamCal] *0: status c1,e0,a1, was c1,e0,a0, pose t 0.0 0.0 0.0 r 14.49 -0.00 1.16 dt 0.0 0.0 0.0 ( 0.0) dr 14.49 -0.00 1.16 (14.53) 24/04 12:04:53.676 {INFO} [Tracking:CamCal] Updating Calibration 24/04 12:04:53.676 {INFO} [Tracking:Stats] OnWorldFromCameraChange: orientation 0.00 0.00 0.00 (0.00), translation 0.0 0.0 0.0 (0.0) 24/04 12:04:53.676 {WARNING} [Tracking:Manager] Sensor moved :WMTD30335001AZ 24/04 12:04:53.676 {INFO} [Tracking:Manager] Sensor Pose : WMTD30335001AZ RelCur [t (0.0, 0.0, 0.0) r (0.00, 0.00, 0.00)] Cur [t (0.0, 0.0, -1000.0) r (-14.49, -0.00, -1.16)] Aligned : 1 Settled : 0 24/04 12:04:53.770 {DEBUG} [Tracking:Filter] HMD: Large change, resetting position filter: 0.015676, 0.10341, -0.16435 (0.19481) / 171.21 (-0.11, 0.99, 0.13), 873.7, 63.5, 0 24/04 12:04:53.770 {INFO} [Tracking:Filter] HMD: tilt -2.3, 0.0, -2.1 (3.1), confidence 0.508, count 1000 24/04 12:04:55.092 {INFO} [HW:Health] Visibility: H -... R .... L .... 24/04 12:05:01.969 {WARNING} [NetworkRequest] Download failed: 6: Could not resolve host: graph.oculus.com 24/04 12:05:01.969 {!ERROR!} [OAF ERROR] ..\..\..\Network\SimpleHttpRequest.cpp(119) : Request Heartbeat Tick FAILED: 6: Could not resolve host: graph.oculus.com (1971012) 24/04 12:05:01.969 {!ERROR!} [Heartbeater] Heartbeat tick network request failed with error: OVR53225466 24/04 12:05:02.541 {INFO} [Tracking:Stats] Average number of cameras used for poses: 1.0 0.0 0.0 Do you know how I can avoid this reorientation ? Using Unity, can we set the local rotation of the sensor to a given value ? Is there another way to proceed ? Thanks !1.2KViews0likes4CommentsHow to set custom position and orientation to Oculus SDK in Unity project for GearVR?
Hi, I have my own tracking system: positional tracking + orientation. And I have to use them both. I have not found a way to set custom orientation to OVR camera in Unity3D engine! Any attempt to rewrite camera orientation in scripts leads to wobbling or incorrect rendering. Is there any way to completly ignore GearVR gyroscope tracking and use custom?648Views0likes1CommentHow do HMD and tracker together give 6DoF information
Hi, I am trying to understand how the sensors on the HMD and the tracker together provide the 6DoF information. More specifically, I wonder if blocking the tracker disables positional tracking totally. When I tried that, it seems to give a similar experience to 3DoF with only rotational tracking when I toggle the 'Use position tracking' in Unity. But are they exactly the same? Does the tracker has any contribution to rotation? Also, does the HMD alone provide any translation (considering the head model)? Thanks, MC499Views0likes0CommentsDisabling 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.1.1KViews0likes2Comments