Skip to main content
New Participant
February 2, 2015

Need to disable movement completely

Here's what we're trying to do:

We've mounted a physical camera device on the oculus, and we just want to show the output of the camera on a texture on the scene, and overlay various indicators/whatever on the scene. So we've got that working nicely, but the camera rig keeps changing its position when the user moves their head -- which is definitely not what we want (since it's showing the outside camera output... don't need it).

Basically, we don't want it to be a VR headset right now, just want the oculus to be a nice passthrough display.

Using unity pro and the latest sdk... 0.4.3 I think?

I've seen previous suggestions to disable the UpdateAnchors() function, but that just makes the game view shake a LOT. Using the various options on the rig doesn't seem to make any difference either (disable position tracking, etc). Any thoughts on how to do this?
    This topic has been closed for replies.

    83 replies

    Inspiring
    February 2, 2015
    Are you trying to disable just position or both position and orientation?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    February 3, 2015
    I would like to disable both.

    The camera in the scene should stay completely stationary, and only look in the direction that it was originally placed.
    Inspiring
    February 3, 2015
    OK, so open OVRCameraRig.cs and add this near the top of the class definition (around line 59):

    public bool disableTracking = false;


    Then at the beginning of UpdateAnchors() (around line 102) add:

    if(disableTracking) return;


    Now, in the Unity inspector, click the disable tracking check box on the OVRCameraRig. You will also need to uncheck time warp in the OVRManager component on the OVRCameraRig.

    UnityNoTrack.jpg

    Hope that helps.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    February 3, 2015
    Off Topic, but when did the attachment feature start working?
    If it was just enabled... thanks!
    Inspiring
    February 3, 2015
    The attachment thing was fixed maybe a month ago.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    February 3, 2015
    Thanks for the response. I don't have the oculus with me now, but I'll try it the next time I'm near it.

    However, I definitely *did* comment out UpdateAnchors, and it didn't seem to fix the problem (I had the jitter problem instead). But I tried a lot of things, and it's possible that I had tried it without disabling TimeWarp/etc.
    Inspiring
    February 3, 2015
    Yes, you have to disable timewarp to avoid the jumpiness when you don't have tracking enabled.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    February 6, 2015
    Sorry for the delay, but this fixed the problem. Thanks so much!
    Inspiring
    February 6, 2015
    Great!
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    April 24, 2015
    Doing this freezes a shot of the scene, but still allows for head tracking.

    It creates a "Movie screen" like effect, where you can still look around a black world, but your screen is frozen.

    I (and i believe the OP) want to disable tracking whereas you cannot look around at all. How is this done?