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?627Views0likes1CommentQuest 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: 65.0.01.4KViews0likes5CommentsHow 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!699Views0likes0CommentsUnity3D 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.2.3KViews0likes8Comments