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Rift vs Quest - OVRPlayerController misaligned once scene starts

Discussion in 'AR/VR (XR) Discussion' started by MShotts, Mar 24, 2020.

  1. MShotts

    MShotts

    Joined:
    Aug 8, 2019
    Posts:
    11
    Hi Everyone,
    I am using the Oculus Integration and the OVRPlayerController in my scene. When I start the scene, the player starts at a position about .5 on the Z axis from where I had placed the player controller. This became obvious to me because I have a trigger above the player's head and it is now behind the player even though the OVRPlayerController is its parent and its position is zeroed out. The interactions with the environment also felt off because I was hitting colliders that should have been further away.

    I have re-imported the Oculus Integration and deleted the OVRPlayerController and then replaced it to no effect. This was working perfectly before and I have no idea what changed. The only thing I recall doing differently recently was running the scene using my Quest via cable instead of using my CV1 Rift.

    Any thoughts or ideas (aside from "use something other than the Oculus Integration") would be appreciated.

    I am using:
    Unity 2019.3.0f6
    Oculus Integration version 14.0
     
  2. MShotts

    MShotts

    Joined:
    Aug 8, 2019
    Posts:
    11
    Update:
    I believe I have confirmed that the issue is originating from using the Quest in Unity. Today, I tried the scene using the Quest instead of the Rift and the player is perfectly aligned. I suspect that some configurations were changed when I initially put the Quest headset on last week.

    I'll likely have to go through a tutorial on how to set up Unity for Quest development and undo any configurations that may have automatically been updated.
     
  3. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Likely no tutorial exists that's consistent or sane though. Welcome to Unity VR development where the staff try their best but there are so many moving parts right now.

    If in doubt - post a lot, that's what the forums are for :)
     
    ROBYER1 likes this.
  4. MShotts

    MShotts

    Joined:
    Aug 8, 2019
    Posts:
    11
    Thanks for the encouragement hippo!

    I'm going to follow Valem's youtube video on the setup but after a cursory viewing I'm a bit skeptical this alone will be enough. It's a good thing that I was ultimately going to target the Quest anyway, I suppose...
     
  5. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Go for it, I got quest running back in August so I know it works, just fiddly.
     
  6. MShotts

    MShotts

    Joined:
    Aug 8, 2019
    Posts:
    11
    Bumping this since my Quest development has now hit a roadblock.

    Here is a video of the issue in action. I added a capsule to illustrate the position of the OVRplayercontroller. Once I run the scene, the OVRplayercontroller game object separates from the position of the capsule in a significant way even though the capsule is a child of the controller. The player's ability to move around the environment are dictated by the location of the capsule rather than the playercontroller (as seen when I bumble around the table).