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New Participant
July 17, 2019

Oculus Rift S tracking with OptiTrack in Unity

I'm trying to track a Rift S headset using an OptiTrack system. The setup described here goes as expected (using passive markers, not the clip). The issue arises when starting a scene in Unity. The HMD is tracked properly but it is offset compared to other object. I can even see the optitrack markers one meter away from me through the headset. It seems like the headset is tracked by the included tracking system of the headset and that the optitrack data is ignored.

I use Motive 2.1.1, and the OptiTrack OpenVR driver to stream headset data to SteamVR.

Do you know a way to solve this issue or to superpose the Optitrack and Oculus frames of reference?

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    4 replies

    Up and Coming
    July 18, 2019
    Disable the tracking of oculus hmd in unity and just use optitrack for the hmd?
    New Participant
    March 23, 2022

    I am facing same problem. Can you tell how to disable Oculus tracking?

    New Participant
    March 10, 2023

    Yes, To disable the Oculus tracking, you have to delete the OVR_Sample_interaction_Rig or any OVRPlayer that you use. Simply put markers on the Headset and create a Tracked RigidBody (from the Optitrack prefab) in Unity. Create a camera an put it as the child of the Tracked Rigidbody. Make your custom camera the MainCamera. 

     

     

    New Participant
    December 4, 2024

    What about hand tracking? Is it possible to combine Meta hand tracking with OptiTrack positioning?