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New Participant
August 10, 2020

What is the moving part of the OVRPlayercontroller prefab

I need to measure the distance from the HMD to an object in the scene.
I used all relevant objects in the prefab as the target but in the logcat I could see that no matter which object I choose non actually moved in unity.
The guardian was in stationary mode but had the same problem when not.

    public Transform head;
    private StreamWriter writer;
    public Rigidbody fixedpoint;
    private float time = 0.0f;
    public float interpolationPeriod = 1f;
    private UnityEngine.Camera FOV;

    void Awake()
    {
        Debug.Log(getPathToCSV());
        FOV = UnityEngine.Camera.main;
    }

    //-------------------------------------------------
    void FixedUpdate()
    { 
        time += Time.deltaTime;
        if (time >= interpolationPeriod)
        {
            time = 0.0f;
            //prints time, distance between fixpoint and HMD and boolean if the object is visable
            Debug.Log(DateTime.Now.ToString() + " , " + Vector3.Distance(fixedpoint.position, transform.position).ToString() + "," + IsVisable());
            Debug.Log("HMD Position: "+this.transform.position);
        }
    }
}



in logcat :
2020-08-10T17:45:14.182Z:info14546/14532 Unity
HMD Position: (-1.5, 1.8, 3.7)
2020-08-10T17:45:15.212Z:info14546/14532 Unity
HMD Position: (-1.5, 1.8, 3.7) <br
2020-08-10T17:45:18.261Z:info14546/14532 Unity
HMD Position: (-1.5, 1.8, 3.7)


So in short what part of the OVRcontroller prefab actually moves in the scene like the player?
    This topic has been closed for replies.

    2 replies

    Inspiring
    August 10, 2020
    The head anchor gameobject inside of ovrCameraRig is what you need to track
    New Participant
    August 11, 2020

    Thanks MikeF,
    Do you mean the trackerAnchor? these are all the options in the prefab.