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New Participant
April 5, 2019

Teleport Glitch in Oculus "Locomotion" Unity Scene file

While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location.

When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens.

Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? 

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4 replies

Participant
June 29, 2019
I appear to be having this exact issue with the quest. Happens 9 times out of 10 for me and always sees my player character falling waaaay outside the test area where there is no floor/geometry. Because I'm so far from the origin (rounding errors I assume) the hands and controller models visually venture off into Leaving Las Vegas drug induced nightmare fuel territory, getting more and more messed up as I fall further from the origin!

Only just dipping my feet into these scenes for the first time mind you. I do have an impression so far that these demo scenes were thrown together by an intern at facebook who had no idea what they were doing on a Friday afternoon. Seems nobody QC'd this stuff in the slightest. You'd think oculus would have put together a slick package with robust, perfectly functioning examples to really show devs the kind of quality they expect to see in apps released to the oculus store. If this is the standard oculus hold themselves to how can they expect devs to come up with the goods?! Perhaps they should be held to the same standard devs are being held to?! Just a thought.
Inspiring
July 1, 2019
@vr_voxel I wouldn't hold out any hope for Oculus fixing this, either. The package is a mess, and not ready to be used out of the box. Best advice I can give is to study the parts that do work, and write your own components based on them.

I've seen Oculus staff suggest that if you're not moving the player around with linear movement, you shouldn't be using the PlayerController. And yet, the examples they provide use it, and a blog article from February of this year shows it in use for that purpose as well. I'm sure it's a big team working on this thing, but it feels like they don't communicate too well amongst themselves.
mousebear
Honored Contributor
July 1, 2019
You may want to increase the "Fixed Timestep" value (within the Unity editor, under the Edit -> Project Settings -> Time menu) to match the max framerate of your device. This value determines the rate at which your physics objects update; this is set to 0.2 as default within Unity (50Hz). You can refer to the following chart to determine which values to enter based on device:

50Hz (Default) = 0.2
60Hz (Gear VR) = 0.0167
72Hz (Quest/Oculus Go) = 0.0138
80Hz (Rift S) = 0.125
90Hz (Rift) = 0.0111

This not only makes the physics within your experience smoother, but it also solves the issues around teleporting.
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
New Participant
March 17, 2021

Thanks for the info.  I believe the default in Unity is 0.02 (50Hz).  0.2 is 5Hz