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Camera Height Difference between OpenVR, Oculus and Steam VR?

Discussion in 'AR/VR (XR) Discussion' started by Radius, May 4, 2016.

  1. Radius

    Radius

    Joined:
    May 11, 2013
    Posts:
    51
    Hi, Using the native unity camera with Oculus 0 0 0 position in the world appears correctly as placed when the HMD is on, when I use OpenVR the camera seems offset in Y by about 2 or 3 units, even when Vive is set to non room scale. It doesn't seem to matter if the scene uses a simple camera or a 1st or third person controller with height set to 0, there is always a different camera offset. I am trying to get to one build that runs the same way on all VR platforms and I have a tight precise space for the camera location inside a sort of cockpit. Any ideas or suggestions or is this a temporary issue? I am using 5.4.0B10 Thank you.
     
  2. AndrewCzarnietzki

    AndrewCzarnietzki

    Joined:
    Jul 23, 2013
    Posts:
    189
    Well, it looks like I'm running into the same issue. Did you ever get this resolved? Any insight would be appreciated!
     
  3. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    400
    You might want to try manually setting the tracking space to seated via the SteamVR assetstore package:

    SteamVR_Render.instance.trackingSpace = ETrackingUniverseOrigin.TrackingUniverseSeated;

    and then calling ResetSeatedZeroPose or VR.InputTracking.Recenter()