Yaw drift when using external positional tracking (DK2)
Hey everyone,
very similar to this thread (https://forums.oculusvr.com/developer/discussion/30078/drift-correction-replace-the-tracker-with-mocap-data) - we are having a tracking space setup with 12 x 7 meters and use an external camera system to update our player position. We're currently using an Oculus DK2 in Unity 5 and experience massive problems with yaw drift after a few minutes in VR which massively changes walking trajectories of users.
For obvious reasons we cannot use the Oculus Camera in front and the UnityEngine,VR.InputTracking.Recenter() or the Oculus SDK equivalent of recentering does not work well for us... We have tried using a different more sophisticated IMU tracker (Inertiacube 4) and were not able to replace the oculus internal rotation with the rotation data of the IMU tracker by simply changing the relevant code lines in OVRCameraRig.cs, due to the fact that Unity VR seems to override everything we change in the Oculus code with its own information about position and rotation.
For obvious reasons we cannot use the Oculus Camera in front and the UnityEngine,VR.InputTracking.Recenter() or the Oculus SDK equivalent of recentering does not work well for us... We have tried using a different more sophisticated IMU tracker (Inertiacube 4) and were not able to replace the oculus internal rotation with the rotation data of the IMU tracker by simply changing the relevant code lines in OVRCameraRig.cs, due to the fact that Unity VR seems to override everything we change in the Oculus code with its own information about position and rotation.
- Whats the best way to override the Oculus Camera tracking information which ALSO CORRECTS the yaw drift similar to the stationary camera that comes with the oculus?
- Is it possible to use a different IMU tracker to override the internal IMU data for better accuracy of tracking rotational data?
Best,
Fabian
