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Question Entire scene is moving when moving the headset

Discussion in 'VR' started by ashishdevden, Dec 31, 2020.

  1. ashishdevden

    ashishdevden

    Joined:
    Oct 5, 2020
    Posts:
    17
    Hello,
    I am new to VR development, and I am currently working with Oculus go.
    I deployed an example scene which comes along with the OculusUtilities.unitypackage into my oculus go,
    but when I move my head, it tends to move the entire scene along with it. basically, it feels like I camera is stuck to a fixed position and direction. I have also enabled virtual reality supported in the player settings and used OVRCameraRig.
     
  2. twerres

    twerres

    Joined:
    Dec 30, 2020
    Posts:
    6
    In Project Settings check if XR Plugin-In Management is installed and then if in the Android Tab -> Plug in Providers -> "Oculus" is activated. Also check in the Player Settings if in the Build Settings under "Run Device" your device is selected.
     
    ebaummusic likes this.
  3. twerres

    twerres

    Joined:
    Dec 30, 2020
    Posts:
    6
    Oh and check in the hierarchy if you put the LocalAvatar as a child into the TrackingSpace of the OVRPlayerController
     
  4. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    335
    Hi @ashishdevden, in case you didn't know, Oculus Go is no longer supported. You can read more about that here. We're definitely seeing a lot of momentum towards Oculus Quest development, so recommend looking into that. Cheers!
     
    ebaummusic likes this.
  5. eliserabo

    eliserabo

    Joined:
    Nov 8, 2021
    Posts:
    1
    Hi, I have the same problem as this, only I am using the Oculus Quest with XR interaction Toolkit. Is there something I might have forgotten to do while setting up my VR headset? How can I solve this?

    Thanks for any help
     
  6. coryphella

    coryphella

    Joined:
    Mar 8, 2022
    Posts:
    1
    I'm having the exact same problem with the Quest now.
     
  7. smileymcfrown

    smileymcfrown

    Joined:
    Jul 3, 2021
    Posts:
    3
    If you are still having this problem.. or if anyone else comes here looking for a solution, the problem for me was that Unity defaulted to the old input system (possibly because I chose to keep it when it asked if I wanted to delete the old input system and have only the new one), so make sure you have:

    Edit -> Project Settings -> Player -> Active Input Handling = Input System Package (New)
     
    ozan_emul likes this.
  8. TalaAlkhaldi

    TalaAlkhaldi

    Joined:
    Aug 11, 2022
    Posts:
    1
    I was already using the new input system with the issue still persisting. Is there another solution? Im also using the XR Interaction ToolKit (XR Origin)
     
  9. Elecman

    Elecman

    Joined:
    May 5, 2011
    Posts:
    1,374
    Make sure to add a Tracked Pose Driver component to the camera.
     
    alexfuentesraventos likes this.
  10. unity_FDr3xukunORs4A

    unity_FDr3xukunORs4A

    Joined:
    Oct 5, 2022
    Posts:
    1
    Hello, I believe I have the same issue I can't solve it. I’ve posted a Thread about it, with a video showing the issue.
    Find a summary here :

    « To summarize, I am making a VR application where I am located on a height (here, on a construction machine).
    When I am on top of it, and I turn my head, the machine turns slightly in the opposite direction.

    For example, when I turn my head to the right, the machine moves slightly to the left. When I turn my head upwards, the machine moves slightly downwards.

    This creates a certain sense of unease once inside the helmet.

    I took a video by activating the "Monoscopic" option of the OVRCameraRig prefab of the "Oculus Integration" asset, to better realize the problem. The end of the video is, in my opinion, the most explicit.



    It gives a sensation of "walking on a rocking boat".
    I hope this is felt in video, especially at the end, because in the headset you really feel it.

    It may be useful for you to know, that when I launch the game from Unity with the PLAY button, it is my PC that is in charge of the application, and the effect does NOT occur.

    However, when I inject my application into the Oculus Quest 2 (which is standalone), the phenomenon occurs.
    I thought it was a GPU or CPU overload problem, but even with a blank project, just being up on the work machine creates this problem from the headset. »
     
  11. FrancoRet

    FrancoRet

    Joined:
    Feb 4, 2020
    Posts:
    3
    Hi! It seems we're having the same problem here. In particular, we are able to reproduce it after putting the headset to sleep, and then rotate it, and wake it up, sometimes multiple times.

    Were you able to find any solution for it?

     
  12. ash_at_unity3d

    ash_at_unity3d

    Unity Technologies

    Joined:
    Jan 9, 2020
    Posts:
    41
    For reference, where is the original thread?
     
  13. blueeffect

    blueeffect

    Joined:
    Jun 21, 2020
    Posts:
    3
    I fix this problem in my case (oculus 2):
    upload_2022-11-27_3-57-22.png
    Changing to the old input system, restart the unity and after that backing to the new one.

    This don't make any sense, but worked.
     
    ozan_emul likes this.
  14. tezequel

    tezequel

    Joined:
    Nov 2, 2021
    Posts:
    1
    Hi, I had the exact same problem using XR Interaction Toolkit.

    I solved it by removing (de-activating also works) the XR Device Simulator (provided by XR Interaction Toolkit) prefab from my scene before building the project. You can easily find out if you have one by typing XRDeviceSimlator in the hierarchy search bar.
     
    bughunter8913, ozan_emul and Deshim like this.
  15. Deshim

    Deshim

    Joined:
    Nov 13, 2022
    Posts:
    1
    Just removing the XR Device Simulator, solved the issue.
     
    bughunter8913 likes this.
  16. Sashell_

    Sashell_

    Joined:
    Jul 14, 2021
    Posts:
    24
    Hi I've got the exact same issue in Quest Pro & 3 with the latest SDK (v.59) and no XR Device Simulator
     
    Mairah_K and ak4514768 like this.
  17. s123d

    s123d

    Joined:
    Jan 23, 2018
    Posts:
    8
    I have the same issue ith Quest 3 in Unity 2022.3.16f1 and the 2.5.2 Interaction Toolkit
     
  18. Sashell_

    Sashell_

    Joined:
    Jul 14, 2021
    Posts:
    24
    Hi I have find where it came from. Whenever headset is unmounted, the system shuts down the screens and resets spatial understanding : the headset's coordinate system is moved.
    There are two solutions :
    - putting a tape on the inside sensor of the helmet to prevent it from shutting down on unmount
    - Use spatial anchors on a parent of your objects in the scene
     
    MohamadElzein likes this.
  19. SoloSebo

    SoloSebo

    Joined:
    Feb 28, 2013
    Posts:
    4
    I ran into this issue as well.
    What i did to solve this is instead of dragging and dropping the XR rig origin prefab.
    I right clicked on hierarchy > XR >XR Origina (VR)
    upload_2024-3-24_14-6-9.png

    Then I didn't have the nauseau inducing camera issue.
     
  20. Mairah_K

    Mairah_K

    Joined:
    Mar 12, 2020
    Posts:
    2
    I have the same issue and am using Quest 3 with Unity 2022.3.19f1. Initially my scene did have XR Device simulator and I had unchecked it in the project settings, however, that made no difference.
     
  21. vlobano

    vlobano

    Joined:
    May 18, 2017
    Posts:
    5
    On Quest 3 / Unity 2022 I had same (or very similar) effect where scene anchors (planes, meshes, whatever) were moving in response to camera movement and, weirdly, right controller movement. It turned out that I had a utility camera component attached to the right controller and forgot to change its tag from "Main Camera". As soon as I updated it to Untagged, the problem disappeared.
    I guess anchors internally query what cameras exist in the scene and use them as a reference or something like that. Weirdly enough this behavior only appeared when working with scene anchors, rest of tracking behaved normally
     
  22. zxzkf1992

    zxzkf1992

    Joined:
    Dec 17, 2018
    Posts:
    3
    On Quest 3 / Unity 2022 I have the same issue. In my scene did't have XR Device simulator and I was already using the new input system, but the issue not solved. Has anyone solved this issue?
     
  23. HartWilcox

    HartWilcox

    Joined:
    Jul 27, 2020
    Posts:
    3
    I ran into the same problem today. The issue was I'd imported an fbx 3d model into the scene that still had the camera within it. I deleted the camera and everything went back to normal.

    So, check if you have another camera in your scene and delete it.
     
  24. leonhogan1

    leonhogan1

    Joined:
    Apr 21, 2020
    Posts:
    17
    im running into this issue as well. no fix found so far
     
  25. CamranQ

    CamranQ

    Joined:
    Feb 18, 2019
    Posts:
    16
    make sure there are no other cameras in the scene, especially ones higher than the VR rig in the hierarchy