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July 8, 2013

Accelerometer

Has anyone accessed/utilized the accelerometer information of the Rift in Unity yet? I'm reaching the point where this is my next task, and I am completely unsure where to start- thought I'd give asking a shot before I start digging through the OVRDevice.
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    13 replies

    Inspiring
    July 8, 2013
    I haven't looked for any SDK functions to get the raw sensor data, but if you're trying to get at the magnetometer for yaw drift correction, you can check out OVRMagCalibration.cs to see what can be done with it.
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    AliciaSAAuthor
    New Participant
    July 9, 2013
    Actually, my goal is to track some head motions and translate the accompanying camera, not just rotate it. Like when someone extends their neck to peer over a ledge- I would like the head/neck position to move forward without moving the rest of the character, risking a fall.
    Up and Coming
    July 10, 2013
    That will most probably not work so well using the accelerometers, there are a lot of discussions on this, but there will be way too much error in the data. I don't think the sample rate is anywhere near high enough to get accurate positional data.

    If you lean out, then back, the errors would not place the position in the exact same place, do this a couple of times and your head could be 20m away from your body. You would need a way to reset the center, but then doing this will most probably disorient the user.

    I am pretty sure they will have positional tracking in the consumer version.
    Inspiring
    July 10, 2013
    "AliciaSAvril" wrote:
    Actually, my goal is to track some head motions and translate the accompanying camera, not just rotate it. Like when someone extends their neck to peer over a ledge- I would like the head/neck position to move forward without moving the rest of the character, risking a fall.


    Maybe you can accomplish what you're trying to do using the built-in neck modeling, where when you tilt your head down it tilts the cameras forward and down as if your eyes are on the front of your head (which they are) and as if you had a neck of some nonzero length (which you do)?
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    Participant
    July 25, 2013
    I'm also hoping to experiment with accelerometer data at some point.
    Drift is not an issue as I'm not planning on mapping it to the real world.
    Can someone say if accelerometer data is available with small modifications or if I should give up on unity?
    Participant
    September 19, 2013
    Hi,

    I'm also interested in getting access to the accelerometer data in Unity. It's available in C++ using the GetAcceleration() call. Has anyone had any luck finding how how this can be done in Unity?

    Cheers,
    Mark
    Inspiring
    September 23, 2013
    I have brought this up before, and it didn't seem like a high priority compared to some other stuff. However, I agree getting access to the raw data is important, and I will try to bug the guys again so we can get this implemented. Thanks.
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    Participant
    October 11, 2013
    Hi folks,

    It looks as though GetAcceleration() has been added to the Unity Integration package in SDK v0.2.5, although I don't see it mentioned in OculusUnityIntegrationGuide.pdf. I'll try it this weekend. Thank you Oculus and CyberReality for listening.

    Cheers,
    Mark
    Participant
    November 26, 2013
    Hi All,

    I am really interested in pursuing this acceleration data. I work in a gait lab and have worked with accelerometers a lot. I was wondering if anyone has successfully utilized oculus's accelerometer to control the position of a character rather than using a joystick?

    I do believe this acceleration to position holds many applications but is extremely difficult to accomplish in absolute space. I believe the oculus team is also trying to figure this one out (maybe one of you guys can verify).

    thanks

    lemon
    Inspiring
    November 26, 2013
    People have tried this (it's called Dead Reckoning) but it becomes impractical to do because of accumulation of drift.
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