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Need help with using Vive purely as display

Discussion in 'AR/VR (XR) Discussion' started by SiewYoong_V3, Apr 19, 2018.

  1. SiewYoong_V3

    SiewYoong_V3

    Joined:
    Apr 4, 2018
    Posts:
    2
    Hi guys,

    I'm using HTC Vive as the HMD and Unity 2017.3, running on Window 10.

    I'm trying to get the Vive to be independent from the base stations. The motion tracking will be done by using another system. And I have set the "forceFadeOnBadTracking" to false, to make sure its still showing the scene even when Vive is not being tracked.

    The rendering transform seems correct when tracked. Note that the camera is in the (0,0,0) position.
    upload_2018-4-19_18-38-14.png

    And when I lose the tracking, the rendering position seems off. The camera position is still in (0,0,0) position.
    upload_2018-4-19_18-42-13.png

    I do not need the camera or hmd to be tracked.

    I have tried playing with "UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking" and "UnityEngine.XR.InputTracking.disablePositionalTracking". They worked as intended, but the rendering issue still occurs.

    I'm open to any other solution that allow me to use HTC Vive just as a VR display and without the need of lighthouse/base station.

    Let me know if i'm not providing enough information.

    Thank guys =)
     
  2. NocSchecter

    NocSchecter

    Joined:
    Aug 19, 2015
    Posts:
    33
    Could you fix it?