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HTC vive / Oculus cross compile

Discussion in 'AR/VR (XR) Discussion' started by buestad, Sep 6, 2016.

  1. buestad

    buestad

    Joined:
    Oct 3, 2012
    Posts:
    11
    I am working with both Vive and Oculus (the new one) and I have noticed that when using Vive the camera position in the scene is much higher than on Oculus. Does anyone know how the Y of the camera is calculated on both, and is there a smart way to make these the same.

    Looks like the vive zero Y is the floor. I don't know how this is on Oculus.

    Also I have noticed that when using the Vive, Unity water renders two reflections, one per eye, which both are wrong...
     
  2. Fulby

    Fulby

    Joined:
    Jan 15, 2016
    Posts:
    5
    Are you using the right 'tracking space' on the SteamVR plugin? If it's set to standing the origin is the floor. If it's set to seated the origin is the head position set through the Steam in-VR settings menu.

    Have you set that head position in Steam? If you've never set it then it will be on the floor.
     
    buestad likes this.