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Up and Coming
May 25, 2013

Unity - Positional Tracking with Hydra

Wondering what other people are trying out with hydra for positional tracking - I've been testing a mecanim setup with a mid spine level bend point - video below, it took a while to figure out how to get the camera to follow the neck of the model while it bends but not follow player locomotion (to avoid motion sickness). You could probably use one hydra for the head and one at the chest level and get a pretty cool result (skiing/surfing simulator!), but then you wouldn't have at least one hydra to control arms, etc. Thoughts?


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    3 replies

    Up and Coming
    May 25, 2013
    That is awesome use of the hydra. Of course we're back to being limited to one hand and tethered to the base station by the cord. I was thinking about how using a PS Move controller or Kinect might open up the possibilities to having a lot more room to move around in and the possibility of creating full holodeck-type experiences. Has anyone tried using one in Unity yet?
    Riftmax Theater 4D Multiplayer VR Cinema! http://www.riftmax.com - Latest DK2-ready version 0.415(11/27/2014)
    Up and Coming
    May 26, 2013
    How is the latency for you?
    Because as stated in another thread, I'm seeing something like 100ms in Unity for Hydra translation input, so it is a noticeable delay. At that point, one can also just use a Kinect because it has similar delay, with the advantage that you dont have to place an extra gadget on your head.
    Freeworlds: Tides of War Blue Drift (Underwater Hydra-based Diving Game)
    CaineAuthor
    Up and Coming
    May 27, 2013
    Latency hasn't really been an issue (but having said that, I haven't been able to try it with a rift) - I do have to turn the sixense sensitivity way down so the moves aren't too fast or exaggerated, which was the biggest issue at the start, but it's nice, because you can do that separately for each axis.