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Question OpenXR Position and Rotation are offset from Oculus

Discussion in 'XR Interaction Toolkit and Input' started by YueBeifongYT, Aug 3, 2023.

  1. YueBeifongYT

    YueBeifongYT

    Joined:
    Feb 15, 2021
    Posts:
    3
    For some reason when I switch to OpenXR, I have an around 35degree offset, so that the Z-Axis is pointing up.
    I don't think this is correct. because it's impossible to use the ray-interactor this way, since it's not pointing forward.

    I already read that I need to switch from a grip-pose to the aim-pose. But I have no idea how. I don't have any "Pose-Providers" setup if this is even how to change it. Do I need to write some custom code to change it? Did I forget to check any toggles?

    How can this be the default, when it makes the toolkit unuseable and offfsets the forward axis?
     
  2. wirelessdreamer

    wirelessdreamer

    Joined:
    Apr 13, 2016
    Posts:
    134
    @YueBeifongYT How did you get the meta controllers to show up in editor. When I use the OpenXR backend, and install the Oculus plugin, my controllers don't show up in editor.
     
  3. YueBeifongYT

    YueBeifongYT

    Joined:
    Feb 15, 2021
    Posts:
    3
    I use the normal XROrigin with Objects with XRControllers(Device based) parented to it. I can switch between Oculus and OpenXR without problems.
     
  4. YueBeifongYT

    YueBeifongYT

    Joined:
    Feb 15, 2021
    Posts:
    3
    Solved
    So I changed it to the Aim-pose like suggested here:
    https://forum.unity.com/threads/xr-...ty-2020-3-6f-and-openxr-plugin-1-1-1.1101961/

    And this is how it worked:
    I needed to import the samples from the XR Toolkit and this allowed me to set up XRI Default Input Actions.
    And from there I only needed to change from device-based to action-based XRController Component.

    And this is what fixed the offset(mostly). A least now I can use the Raycast for UI etc.