Disable 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.1.9KViews2likes3CommentsHandtracking 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 subject1.3KViews1like0Comments