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Up and Coming
May 4, 2013

Disabling tracking ?

Hello everyone,

As the implementation of pitch and roll is not there (yet, let's hope) I would like to disable tracking so I can get my Playercontroller (camera) working like it's supposed to be and is. (with pitch and roll)

I can't find a way to disable tracking, I even look on the hardware side but i can't find the tracker in the hardware and disabling it, but that may not be a good idea...
So the software class tweaking is preferable...

HID-compliant device... (x3)
HID-compliant consumer control device...

Any idea how to do that in UDK ?
The ideal will be to be able to autoexec it, and/or assign that to a key stroke...

Merci !
If I find a way i will of course post it here
    This topic has been closed for replies.

    20 replies

    OlivierJTAuthor
    Up and Coming
    September 15, 2013
    Hello BlackFang,
    Well the issue is not so much related to Oculus, the problem lies with Epic and the way they license UDK.
    I have been using OUDK for +-4month, and because of some events..., OUDK has not been updated.
    Other issues like 3rd party licensing are STILL going on (man, this is soooo enoying...)
    They (oculus) release UDK as it (still) is today to allow dev. to start asap (which is good), but it's been stuck there. (which...)

    So as of today OUDK is : CRAP
    it's basically just to put on you HMD and look around.

    The rift will become mainstream, but not on UDK.
    Epic and the big money companies are keeping UE3/4 for themselves (for the paying companies)
    It totally sucks.
    In consequence 98% of the demo and games are on Unity.

    I am guessing the big AAA are keeping things for themselves for now and on UE4 (oculus is due mid next year so...)

    Just don't bother trying to use UDK other than as is... there is just no way to get around it.
    It totally sucks.
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    September 22, 2013
    Video will be up in about fifteen minutes. http://www.youtube.com/watch?v=WGGPdwGjy4s&feature=youtu.be
    Disable, enable, you can track however you want when you do the implementation yourself lol
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 22, 2013
    @Blackfang, I've watched the newest video, but I'm not at my computer right now so I can't watch the video through the Rift. It appears that you are mostly all the way there, how far would you guess you have to go before you make this available to everyone?

    Btw, ramble on with bad audio, it doesn't distract from the message at all. As usual; amazed at your progress and your fortitude to brute force your way through this.
    OlivierJTAuthor
    Up and Coming
    September 22, 2013
    Very impressive ^_^
    Bravo.

    Oh, now i see you are the one who did a very good hydra integration a while ago ! (and the temperature thing)
    You've good some skills, that is for sure.
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    September 22, 2013
    Indeed so. I've got a few more optimizations and loose ends in the code to figure out, then I will post a download.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 22, 2013
    Wow, totally impressive work, considering it is done in standard UDK! Especially, hand tracking :)

    I am relatively new to the whole UE3/UDK business, so, would anybody explain what the main complain about OUDK is? Trust me, there is not so much of native code there. Like that 'disabling tracking' thing. Just stop calling Oculus.UpdatePlayerViewPoint(). There is Oculus.GetCurrentOrientation() to get orientation Quat.
    In new UDK you can completely disable motion tracking via console command 'motion off' (but it was designed as a debugging feature rather than to use in game).

    So, I would appreciate explanation (but more or less detailed, since, like I said, I am relatively new to all of this). I promise, I will listen and will try my best to satisfy reasonable demands :)

    We can move this discussion to 'feature request topic', it seems more suitable for this.
    Up and Coming
    September 22, 2013
    "artyom17" wrote:
    Wow, totally impressive work, considering it is done in standard UDK! Especially, hand tracking :)

    I am relatively new to the whole UE3/UDK business, so, would anybody explain what the main complain about OUDK is? Trust me, there is not so much of native code there. Like that 'disabling tracking' thing. Just stop calling Oculus.UpdatePlayerViewPoint(). There is Oculus.GetCurrentOrientation() to get orientation Quat.
    In new UDK you can completely disable motion tracking via console command 'motion off' (but it was designed as a debugging feature rather than to use in game).

    So, I would appreciate explanation (but more or less detailed, since, like I said, I am relatively new to all of this). I promise, I will listen and will try my best to satisfy reasonable demands :)

    We can move this discussion to 'feature request topic', it seems more suitable for this.

    First let me say thank you for picking up the udk integration work artyom. The "disabling tracking" thing is misleading. What we want is a way to keep head tracking, but make the pitch and roll relative to the orientation of a game object. For instance, in RiftCoaster I can keep the view's yaw relative to the cart, so that the camera will turn with the track. However I'm not able to do the same with pitch and roll. Having this ability is crucial for cockpit games.
    Up and Coming
    September 23, 2013
    Actually, I would prefer to be able to completely remove Oculus' head tracking code and use my own.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 23, 2013
    "boone188" wrote:

    First let me say thank you for picking up the udk integration work artyom. The "disabling tracking" thing is misleading. What we want is a way to keep head tracking, but make the pitch and roll relative to the orientation of a game object. For instance, in RiftCoaster I can keep the view's yaw relative to the cart, so that the camera will turn with the track. However I'm not able to do the same with pitch and roll. Having this ability is crucial for cockpit games.


    Ah, this is different. I understand BlackFang's use case: he is using his own plugin.

    Your use case is different. So, you may use Oculus.GetCurrentOrientation (that returns Quat), but you don't want Oculus to mess with the PlayerController and stuff, correct? At least, not in native code. I'll need to investigate this a bit.

    BTW, there is at least one UE3-Oculus-integration-based cockpit game - Hawken (but even though they used our integration, they have full UE3 source).
    Up and Coming
    September 23, 2013
    "artyom17" wrote:

    Your use case is different. So, you may use Oculus.GetCurrentOrientation (that returns Quat), but you don't want Oculus to mess with the PlayerController and stuff, correct? At least, not in native code. I'll need to investigate this a bit.

    Basically, if GetPlayerViewPoint updates the viewpoint, OVR should treat its viewpoint relative to that. In Unity the OVRCameraController has a followOrientation. We want the same functionality.