Hello, I have set boundaries for the Mixed Reality headset so that I can move around. I am using MixedRealityToolkit and when I start my app, the MR camera seems to start at random positions (or I don't really understand how it works) inside the virtual world no matter what I set the position as in the editor before building it. I want the camera to start at a specific position and orientation inside the virtual space, that's all. Any help would be appreciated. This is the only info I found in https://docs.unity3d.com/Manual/VROverview.html: "There are differences between seated and room-scale VR experiences: If your device supports a room-scale experience, the Camera’s starting position is the center of the user’s play space. Using the seated experience, you can reset Cameras to the neutral position using XR.InputTracking.Recenter(). " Is room-scale experience the one I am using, i.e., setting boundaries? If so, what does "center of the user's play space" mean? And is there any way to override this starting position? Thanks!
> Is room-scale experience the one I am using, i.e., setting boundaries? Yes > If so, what does "center of the user's play space" mean? It means we set the camera to (0, head height, 0) which is the position reported to us from MR. > And is there any way to override this starting position? Try this: https://docs.unity3d.com/ScriptReference/XR.InputTracking-disablePositionalTracking.html
Hey! I think I have found the solution, although it has been like 4 years. But I think it is worth recording for future people^. You can simply use the HeadPositionOffset script provided by the MRTK package.