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November 15, 2016

Multiplayer with OVRPlayerController prefab and center eye issue

Hi!
I'm trying to make a multiplayer application using Unity 5.4.1p1 with Oculus 1.10.0.308075. Using Unet for network management and use OVRPlayerController prefab as spawn info > player prefab. Problem is, when i create a session and load first scene by clicking a button at lobby scene, center eye anchor transforms x rotation doubles somehow. If i click create session button on a panel (center eye rotation ~= x: 24 y:0 z:0), at the loaded level center eye x rotation becomes ~49. Meanwhile left and right eye cameras x rotations are ok (~24).

What can be the reason? What can be the solution?
This topic has been closed for replies.

18 replies

Inspiring
November 25, 2016
That's correct, our code always enabled the CameraRig on Start(), and it worked great with PSVR and with StreamVR for months. It wasn't until we implemented the Oculus Rig, that we began seeing this really strange behavior.

So I can't speak to the details behind it, only can say this is the only platform it occurs on and it's very annoying and must've wasted many peoples time. 

Thanks for the workaround, will test it out!  
Participant
December 10, 2016
Hi, we're having the same issue using Photon to instantiate our player. Tried the above code change but it didn't do anything. Using Unity 5.4.3.  are there other steps to perform or specific version numbers of oculus or unity that this fix will work with?
Inspiring
December 10, 2016
If the Camera is being instantiated by Photon, then Photon is probably setting its position/orientation due to the same Unity bug. Try disabling it immediately after instantiation, setting transform.localPosition=Vector3.zero; transform.localRotation=Quaternion.identity, and then re-enabling it a frame later.
New Participant
January 18, 2017
Did anyone get a working solution for this? I tried both of vrdaveb's suggestions and neither one works for our project.
New Participant
January 31, 2017


This has been determined to be a bug within Unity itself. We should have a fix for this in the Oculus Utilities 1.11 release due out by 1/26/17.


Hey imperativity, any movement on this front?  Keen for this issue to be resolved in something I'm looking to deploy in a few weeks.
Up and Coming
February 16, 2017
Hi!
Can you help me in next question ?

I have an element that should always be displayed in front of me (you can see on the screenshots).  I created it in world space and added to it a separate chamber which renders it only.
For a player I use OVRCamrig. But 
it rotate the camera, which is located in a separate object. How do I lock the camera is not in OVRCamrig?
Up and Coming
February 23, 2017
Hi!
Can you halp me in next question ?

I have an element that should always be displayed in front of me (you can see on the screenshots).  I created it in world space and added to it a separate chamber which renders it only.
For a player I use OVRCamrig. But 
it rotate the camera, which is located in a separate object. How do I lock the camera is not in OVRCamrig?


Up and Coming
February 23, 2017
Hi!
Can you halp me in next question ?

I have an element that should always be displayed in front of me (you can see on the screenshots).  I created it in world space and added to it a separate chamber which renders it only.
For a player I use OVRCamrig. But 
it rotate the camera, which is located in a separate object. How do I lock the camera is not in OVRCamrig?