VR in moving vehicle Rendering issue
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool. We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again. Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can we do other than recent the view every few seconds automatically. This is not a solution we want to use. FYI. We are going to eventually attempt to use the IMU data of the vehicle and blend that data with the headset tracking but we are not their just yet and want to show something in the mean time.1KViews1like2CommentsCamera motion in passthrough
Hi! I am working on developing an app that rotates or translates the field of view during passthrough at different rates. I was wondering if there was a way to have the cameras on the Meta Quest 2, 3, or Pro track a virtual object that moves back and forth? I want the cameras to move back and forth independent from the user's head motion. I can clip some peripheral vision to make this possible as well. Does anybody have a recommendation on how to do this or think it is even possible with the current plugins? Thanks!494Views0likes0CommentsPosition of OVRCameraRig
I am just starting out on the MQP and Unity development. I removed the camera, and put in an OVRCameraRig. Set up everything for passthru (not that it matters). In my scene, I have a planet about 0.5 meters deep in Z. I fire up Unity and as I move my head around, with the MQP on it, the planet stays in front of the camera. I would expect it to "stay where it was" and I would be able to "walk around it" and look at it from all angles. Nope. Is this expected behavior? I have OVRCR "tracking origin type" set to EyeLevel, and "use position tracking" set to checked. Is there something else I'm missing? It's as if it's not tracking position, and all it's getting is IMU updates. thanks.523Views0likes0Comments