Unity app doesn't track predictions correctly
I have an app that is in Unity that is supposed to track my Predictions(ms) but it just displays zero on my headset. Here is my code below: csharp using UnityEngine; using TMPro; public class GetPredAmount : MonoBehaviour { public TMP_Text textComponent; void Start() { } void Update() { var metrics = OVRMetricsToolSDK.Instance.GetLatestMetricsSnapshot(); if (metrics != null && metrics.HasValue) { textComponent.text = metrics.Value.average_prediction_milliseconds.ToString(); } else { textComponent.text = "Metrics not available"; } } } I am using the OVR Metrics Tool unity package531Views0likes0CommentsReal-world objects impact virtual world
I want real-world objects impact virtual world. Example - I want to have data/events when the real-world ball crosses the virtual-world score lines, so I can count the score: Any ideas of how to achieve this? My thoughts: Capture camera feed with scrcpy and do some computer vision magic on PC. Do you see if it's possible and worth to dig in it? The same CV magic but with capturing video from external camera like a smartphone pointed to my play area. In this case there is a benefit - there is no need to look at the ball all the time to have visual data so players could keep their eyes up which is good skill to develop for hockey (and other) players. Track real-world hockey stick by attached controller and detect collisions of virtual hockey stick with score lines. I don't like this approach due to lack of movement freedom - player can't score by pushing the ball of the hockey stick blade. As a player I want to feel that it's the real-world ball crossing the score lines.595Views1like0CommentsSpecification and Security re Internet Geography and Infrastructure Tracking
For present and future modifications to Oculus, earlier today my OQ2 may not handle changing locations (tracking) very well (https://www.quora.com/The-Oculus-Quest-tracking-can-be-disrupted-for-being-calibrated-to-the-wrong-power-outlet-frequency-How-does-that-affect-the-Quest-in-the-first-place). The fringes of the environment pixellated into "half static" black and white "tears" or "torn ripples". The location recently had updated Wi-Fi that uses "Plume" pods. Could be something to consider when targeting certain geographical locations. as it could affect Security as well as Health. I don't know if it is a Location, Hardware, or Software issue Notified the game bug occurred in. Has anyone else experienced this?1KViews0likes0CommentsOculus Quest Roomscale Tracking Error
We have been experiencing an issue with our roomscale UE4 project where the player is moved to a new location and then back again through no input from the game. This seems to be the order of events. 1. Game is being played and everything is fine. 2. Headset goes black with three dots flashing in the middle of the screen. This lasts for 1-2 seconds. 3. Screen comes back on with the player in a completely different location in the game than they were before the black screen. This lasts for 3-4 seconds. 4. Player suddenly moves back to the location they were at to begin with. We have had this happen multiple times but it is rare enough that we haven't been able to trigger it ourselves to debug it.517Views0likes0CommentsArena-scale tracking bad
Hi, i am trying to implement arena-scale game. And if i go far from the point where i calibrate room, my tracking becomes unstable. Floor may move up or down for 1 meter, angle of whole room can rotate by 5+- degree. And other weird stuff. How can i improve tracking stability in big rooms?475Views0likes0CommentsLoss of Playspace / tracking on Rift S and Quest in a busy environment / trade shows etc.
Hello! We have a challenge that we are designing VR experiences for events and trade shows. We have noticed that the Rift S and Quest can loose the tracking / playspace in these busy environments. I have been trying to find best practices and things we can do to make sure that its works 100% of the time! I have seen videos from Oculus own events and noticed funky carpets, lines on the floor and more and I am wondering if this is something that is a standard practice ? Having to setup the playspace constantly is a problem in a professional environment. Kind regards Mikael660Views0likes1CommentObject Tracking with Oculus SDK
Hi, I asked myself if it would be possible to track more objects than the headset and the oculus controllers with the SDK. I found, that both have integrated infrared LEDs with a certain blinking pattern, that is then tracked by the cameras. Now my question is: Is it possible to add some LEDs with other blinking patterns to different devices like e.g. a tablet and kind of teach the cameras those patterns to enable object tracking and displaying it in a Unity scene? And further, is there some possibility to do this via the Oculus SDK or is it more like a black box and has to be done via a video stream and computing or the like? Maybe somebody has an idea and could help me! Anyway, thank you in advance! :smile:1.3KViews3likes2Comments