Is Toggling Positional Tracking Broken Again?
Hey all,
I've upgraded our VR project to run on the the 1.3.2 Oculus Utilities, but it appears that having an Oculus camera without positional tracking is broken again. Is this a known bug?
Steps to reproduce:
When you build and run the scene, you'll see that the camera is in a different spot than it was in the scene, and if you tilt your head, your eyes won't be able to converge on any objects which is very uncomfortable for the viewer. With positional tracking enabled your eyes are able to converge correctly.
Does anyone know of any workarounds or things I might be doing wrong? Because I'd really like to support the CV1.
I've upgraded our VR project to run on the the 1.3.2 Oculus Utilities, but it appears that having an Oculus camera without positional tracking is broken again. Is this a known bug?
Steps to reproduce:
- Open a new Unity project (I used 5.3.5f1 as that is the current suggested version)
- Import the Oculus Utilities 1.3.2
- Add the "OVRCameraRig" to the scene, along with a cube and/or plane near the camera
- Disable "UsePositionalTracking" in OVRManager
- Enable "Virtual Reality Supported" in Unity's player settings
When you build and run the scene, you'll see that the camera is in a different spot than it was in the scene, and if you tilt your head, your eyes won't be able to converge on any objects which is very uncomfortable for the viewer. With positional tracking enabled your eyes are able to converge correctly.
Does anyone know of any workarounds or things I might be doing wrong? Because I'd really like to support the CV1.
