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Inspiring
July 28, 2016

Center Eye anchor height , not matching profile ??

Hi

Im using the OVR controller basically, with floor height set. Im noticing the OVR manager does not seem to be setting the height value correctly.

For example

I use the oculus setup tool and enter my accurate measured eye height (1.64m) standing.

I then run unity with the OVR controller and the center eye anchor goes to about 1.8-1.9m.
This is with and without using profile data.  If I lie in the setup and say 2m,  the height in unity goes to 2.3m

Also..using







(OVRManager.profile.eyeHeight
)  always seems to give me 1.675  no matter what the setup info is. But even so, the anchor doesnt use that value.

Is there a reason why the anchor values in unity are not obeying the setup settings?

And is there a way to override the anchors initial pose on staart, since it is getting it wrong.
I presume in the UpdateAnchor function it is calculating the position incorrectly? Other than just slapping an offset on the top group transform manually.

I feel like the eye anchor should be respecting the profile information?

Is anyone else getting this issue?

Cheers

-P







    This topic has been closed for replies.

    17 replies

    pjennessAuthor
    Inspiring
    August 2, 2016

    vrdaveb said:

    > Can you also do the same, just to make sure it is working as expected. for someone.

    Sure thing. It worked for me. Here is the scene I used.


    Thanks will check tomorrow.
    So you are saying with this when you run it. Whatever your eye height actually is (say 1.7) the center anchor starts at 1.7 on game start?


    vrdaveb said:


    > What is the down side of "eyeLevel"  setting as opposed to floor level?

    If you use eye level, then the virtual floor (y=0) may not line up perfectly with the actual floor. What eye level does is set y=0 to your eyes' height when the camera spawns. Eye level may be the best option for your use case.


    Yeah I think maybe it is. Since it is sort of important for me to have the eyes in correct place. Especially if looking into a mirror, as its just odd if the alignment is wrong.

    Does Unity have access to the location of the sensor to HMD and sensor to floor. From that I can roughly generate a player height at game start.

    vrdaveb said:

    > If I could extract the 1.64 info from playerProfile

    Partly for privacy reasons, we don't compute or store the player's eye height anywhere after sensor setup. You would have to do this in the app.


    Privacy reasons? Eye height? I would think Eye height and IPD are pretty important attributes for a VR player and game dev to know, to make a more customizable VR experience?

    Anyways..thanks for your time,and help..appreciate it.

    Cheers

    -P




    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349
    Inspiring
    August 2, 2016
    Yes ,yes, and yes. See OVRManager.tracker.GetPose for the sensor pose.
    pjennessAuthor
    Inspiring
    August 11, 2016
    Oh
    Just discovered something. It seems to be related to the fact Im using instantiate to spawn my player with the OVR rig.
    Im using PUN (photon unity networking).

    On entering a room I currently select a player prefab and instatiate the prefab, then activate the OVRcamera Rig.

    This ends up with the wrong eye height as above.

    If I just have the the player in the scene on app start it seems to be ok. (well, not as bad at least)

    Interesting. Does that sound odd?

    I think I can probably leave the OVR system in my level on startup, instantiate the player stuff, and the parent the rig into the player.

    Cheers

    -P


    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349
    Inspiring
    August 11, 2016
    >  It seems to be related to the fact Im using instantiate to spawn my player with the OVR rig. Im using PUN (photon unity networking).

    There are some known issues with OVRCameraRig anchors and dynamic instantiation as well as (not VR-related) issues with Photon and particle poses. This is most likely another occurrence of 
    https://forums.oculus.com/developer/discussion/comment/422270. We are investigating it with Unity. In the meantime, is there any chance you could pool OVRCameraRigs and only enable/disable them at runtime instead of instantiating the prefab?
    pjennessAuthor
    Inspiring
    August 12, 2016
    Sounds similar.
    Not sure what you mean by pool. But I think I can have ethe camaer ain the scene , then instantiae the player and add that camara rig into the player..that way not instantiating the camera also.


    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349
    Inspiring
    November 24, 2016
    Hey @vrdaveb

    Any word on this height issue? We are experiencing the same issue when instantiating a player prefab over the network that has an OVR camera rig attached to it (my head appears in the ceiling but the rest of my body is in the correct position). We are using Photon for networking and Unity 5.4.2f1. I have looked into pooling the objects as you mention but it seems that keeping track of/changing the network IDs on all objects will be a headache to sync between clients. Is there a way around this yet or should I go down the network pool rabbit hole?

    Thanks,
    Colton
    Inspiring
    November 28, 2016
    I narrowed down the issue and posted a possible workaround at https://forums.oculus.com/developer/discussion/comment/456752/#Comment_456752