Quest 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 🙂Solved6.2KViews0likes2Comments