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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?
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    83 replies

    Inspiring
    February 21, 2017
    1. "pure unity cameras, not ovrCameraRig" means you can create a camera normally, not from the  OVRCameraRig prefab, I'm trying to remove the extra complexity here

    2. "
    once the VR checkbox is checked in Unity, all cameras become stereo", this is not true. like what I mentioned before,  as long as your camera has a renderToTexture binding,  the stereo camera behavior will be disabled
    Participant
    February 21, 2017
    1. Did exactly as proposed - 2 new game objects outside of OVRCameraRig object, each having just a camera script:

    As you can see here 
    OVRCameraRig has even all children disabled, so only 2 Oculus scripts are actually active (OVRCameraRig and OVRManager)
    2. OK, this behaves as you say - render textures appear without distortion. Even after expected stereo distortion of quads (they contain undistorted textures).
    Inspiring
    February 21, 2017
    Will try to create a sample to test once I got some time slice.
    Participant
    February 22, 2017
    @JianZ, your willingness to help encouraged me to make a repro project and boom... your approach works! Well, partially. But looks much better than in my main project. I'll try to figure out the differences but here are the problems I see in this project:
    1) If you look forward during app launch then it behaves almost like required. If you look in a different direction then you will see almost as strange behaviour as I observe in my main project. Small jitter still happens during HMD rotation, but probably it's not critical for the user experience. BTW, will the app with such jittery behaviour pass the app review in Oculus Store?
    2) Something is wrong with UI on the device - I don't see an FPS label while I see it in the Editor.

    Here is the link to the project.
    Participant
    March 16, 2017
    @AnRaEl, I downloaded your project and tried it out.
    At first, I just got a black screen on the Rift. Second I enabled the VR support in the player settings. This way it way possible to see the scene on the Rift, but the tracking wasn't disabled. What have I done wrong?
    Participant
    March 16, 2017
    @roetka, unfortunately, I can't check this project with Rift because I have only GearVR and tested the project only with this hardware. The most challenging part with current development workflow is that behavior in Editor and on a device is different.
    BTW, the question is still actual for me, I can't continue GearVR development of my game until the descibed issue is solved.
    Participant
    March 17, 2017
    @imperativity, wow, such a great news, thank you! Is there ETA for 1.13?
    Participant
    March 17, 2017
    Thanks anyway @AnRaEl

    @imperativit, will there be an option to disable tracking in Oculus Utilities? It's really really important for my project, because otherwise It would be nearly impossible to get a valid result for my project I think.
    Participant
    March 17, 2017
    @imperativityThank you for your answer. I now, that right now, your platform requires tracking to be enabled. But in my case it is the other way around. I need to disable the build in tracking and need to track it with an external MoCap system. Otherwise the user will experience really bad feelings while using our simulation system.
    Close-to-a-no-tracking-feel is not helpful in this case. It needs to be totally deactivated! :|
    New Participant
    April 18, 2017
    Hi, a related question to OVROverlay if I may: is there a way to make the OVROverlay render something only to one eye? It seems like no matter how I try the combination of overlay / quad renders it to both eyes.

    I'd like to render some overlaid content to one eye and something different to another eye.