Center to boundary center instead of HMD center
I need to make sure the center of the boundary is at the center of my scene, but if the player recenters their boundary then the entire thing shifts. Is there a way to make sure the center of the boundary is always at the center of my scene?623Views0likes1CommentQuest 3 PCVR passthrough view misaligned after recentering using hand gesture
Hi, I am working on a unity PCVR project with quest 3 and hand tracking. I face the problem that after I use quest's built-in hand gesture recentering function to recenter my view, the virtual view get recentered but the passthrough view get mis-aligned. Need help ! Thx Unity Ver: 2022.3.34f1 Meta SDK Ver: 65.0.01.4KViews0likes5CommentsDisable proximity sensor (re-center) on app only
Hello, I am currently working on a unity project with Quest 3 where I instantiate some cubes using raycast (still in the demo), but when i take off the headset and move, or rotate my head and wear it again, the cubes position drift or move to right where i am looking because they are relative to the headset's position. I am looking for a way when i take off my headset, to not let proximity sensor work (in app only) just like First Encounters (i don't want to disable it completely from MQDH), get to the boolean that is making it work, or to stop whatever the hmdUnmounted event is doing, i want to stop recentering by any means necessary but ONLY inside the app. I am using the OVRCameraRig from Meta XR All-in-one.1.8KViews2likes3CommentsUnwanted Recenter capability and other inconsistencies
I can't figure why the oculus button make the view to be recentered despite of the fact the OVRCameraRig tracking mode is set to Stage and the Allow recenter isn't checked. I did erase the Guardian setup, restart the headset, restart Unity, clean Build, but nothing works. Everything was fine till today, I didn't changed anything about those settings, it's a pity to experience so much unconsistencies. In the same order of weird bahaviors, till now the local world axis was aligned perpendicular with one of the guardian boundaries. Now it is aligned depending on the direction you're looking at with the headset.... How can I work seriously when I can't manage critical behaviors like these??? I'm angry...grrrrr maybe I should have bet on the HTC environment... And this topic will not have any answer from meta enginers, of course. They sell quest pro but don't care if you're doing something with it. It is not acceptable to have to fight with essential features like that. Why the hell there is no world axis setup built-in the headset??? Why the hell I can't define a custom OVRBoundary? Why the hell the avatars shaders are messing? Are you serious? I spent 2000 euros for both quest and quest pro, and nobody's here?? I want a f...g hotline 24h a day.1.1KViews0likes1CommentVRNotifications Component - How to get events on Quest2 - ResetOrientation
Hi - apparently the VRNotifications component does not work on Quest2. I need to do some other adjustments when the recenter event happens, and the VRNotifications component has "HMDRecentered Delegate" which works on PC/VRPreview but not on device. Urgently need some answers on this. ThanksSolved1.6KViews0likes1CommentHandtracking app - true recenter API for Unity
Hi all! I'm making an hand-tracking game as a seated or standing experience. While standing, the user sometimes move around a bit, after time its offset causes the game to act weird for obvious reasons. While recentering with controller is very easy and intuitive, doing so with hand tracking is pretty complex, therefore I'm doing an automatic recenter if an offset is detected. It works with Link but not with Quest 2. Is there a way to do a recenter in Unity without moving the whole game objects in the scene? In Unity, this line doesn't work for the Quest 2 (does work for Link): OVRManager.display.RecenterPose(); With controllers it's ok, I guess, but for hand-tracking I believe we need a better solution than disabling this option. Alternatively - is there a way to mark the experience as seated/standing and make this line work for the Quest 2? Many thanks! Similar to this subject1.2KViews1like0CommentsHow to recenter camera orientation on Oculus Quest in Unity?
I want to reorient the camera to the start position and rotation in my Unity app. I tried this function, but it's not working on Oculus Quest: OVRManager.display.RecenterPose(); I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but does not reorient the position and rotation in the app. On an another Oculus without the firmware update, the home button still works. I want to know if there's a way to directly call the native code for homing. I can tell through ADB that Oculus knows when the home button is pressed: I/InputHooks_Internal: InputHooks::nativeSetHomeButtonDown(5868.719727): 169889817816KViews0likes8CommentsOffset recenter forward vector?
Hi there, I'm trying to figure out if there's some kind of way to offset the yaw (Y axis) rotation of the forward vector for a system-level recentering operation, either through the Oculus API or via something like UnityEngine.XR.xxx. The following graphic is a bird's eye view of the different hotspots in the main area of our app, with their respective forward directions relative to "north". Forgive the MSPaint... You spawn into this area in location A. If you were to look behind you and to your right and click on the hotspot to go to location D, you'd be facing the right way because you already had to turn right to look at it. The issue is that when an OVRManager.HMDMounted/HMDUnmounted cycle inevitably happens on the Go, OR the user does a long press on the Oculus button on their Go controller and forces a recenter, if you're standing in locations D or E, you're now facing Y+0 degrees again instead of Y+/-90 degrees. The app naturally has events for when the user teleports to different locations around the room, so ideally I'd simply be able to take the transform rotation of the GameObject that represents that hotspot location and plug it in as an offset to the rotation of the recenter direction. The first part of this is figuring out where I can latch onto an event when the app is recentered. Per some previous discussions, I've tried to latch onto OVRDisplay's Action called RecenteredPose, but it doesn't seem to be firing off, in either case of an unmount/remount loop, or from long pressing the Oculus button on the Go controller. Where in the Oculus Utilities SDK can I find an Event that describes either of these recentering operations? Secondly there is my core question. Is there like a Vector3 that I can update somewhere (similar to OVRManager.headPoseRelativeOffsetRotation which appears to be only be used for the recently-introduced in-Editor headset emulation stuff, but not quite the same thing) to adjust the default recenter forward position, either in the Oculus SDK or in UnityEngine.XR stuff? I don't want to negate the recentering action itself like some of the posts I linked to, I just want to change which direction it's facing when just a recenter happens, depending on some scripting logic about which hotspot I'm at in my environment. Thanks!697Views0likes0CommentsUnity3D GearVR Controller Not Recentering
I'm trying to recenter the GearVR motion controller via code in my Unity3D game. I've tried called to OVRInput.RecenterController(), OVRInput.RecenterController(OVRInput.Controller.All), and InputTracking.Recenter(). None of these have worked, is this functionality broken, or is there something else I need to do besides calling the recenter function? EDIT: After debugging the OVRPlugin class, everything seems to be returning that re-centering was successful. It's logging 4 controllers connected (which is odd, because the only controller connected is the Motion controller), each controller is registering as needing to be re-centered, and OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Controllers) is returning true. It seems like Oculus thinks everything is re-centering correctly, but the controller is still facing the wrong direction. Pressing the Home button re-centers the controller properly, but I'm looking for a way to do this from code for a large-scale ride. EDIT 2: Using verbose logging with ADB, I'm seeing the following error message whenever I call OVRInput.RecenterController() VrApi_Input: vrapi_RecenterInputPose: has been DEPRECATED Does this mean this is an issue with OVRInput? I'd be surprised to hear this has gone unnoticed so far, I imagine many people would want to recenter GearVR controllers.2.3KViews0likes8CommentsRecenter / Quit from the Universal menu
I followed the guide: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-focus/ But the associated flags in the sessions structure are always false, even when clicking on the corresponding buttons in the universal menu. ovrSessionStatus status; ovr_GetSessionStatus(m_ovrSession, &status); if (status.ShouldRecenter) // always false { ovr_RecenterTrackingOrigin(m_ovrSession); } Due to the above I failed the app submission. .HmdMounted and .IsVisible work fine. Please advise. Thanks.1.7KViews0likes6Comments