-
Notifications
You must be signed in to change notification settings - Fork 16
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Hmd Calibration: Verify if any solution exist from SteamVR #239
Comments
@bastianilso The function that I used to define the position and the orientation of the virtual world is the following function : As the definition of the function that I've found on the OpenVr github say, this function define our position as the position 0 in the virtual world. In order to enable the function, we need to have the following parameter in steamVR settings : So, when we close the instruction panel, our position and where we are looking will be the current parameters of our position in the virtual world. |
@Xav1204 Thanks. What implications does "Tracking Universe Seated", beyond allowing us to call this function? Does it have implications for VR users' experience? Does an equivalent |
@bastianilso For the tracking space, if we use "Standing" case, the environment assumes 0,0,0 to be on the floor in the center of the Play Area set during Room Setup and in the "Seated" case, the environment assumes 0,0,0 to be the player's head. As in our case, the game is played from a seated position, use Tracking Universe Seated makes more sense. Moreover, I tried to find the function ResetStandingZeroPose() but it doesn't exist. |
@Xav1204 assuming the "Tracking Universe Seated" option, what does it do? Can VR players still walk around in the scene? |
@bastianilso I've tested and yes, we can move in the vr environment. |
@bastianilso You have said last Friday that we need to test some features with the camerarig rotation and especially something about the fact that we can play the game in a standing position. Is it right ? if yes, could you please list me all the test that I need to do to be sure that we can use the function "ResetSeatedZeroPose()". |
hey @Xav1204, yes, here is a list of tests using the new ResetSeatedZeroPose:
@Xav1204 could you also please watch, havent seen it, but wanted to verify whether the guy is suggesting to use the same function as you found or what he is doing. |
@bastianilso, when I made tests for the first time, I saw that the value didn't equal to the expected values. |
@Xav1204 Rotation values cannot be negative. Instead they wrap around when they are negative (3, 2, 1, 0, 359, 358, 357). So if the values are around those values, its good. |
@bastianilso as we change parameters in SteamVR settings, isn't it better to upgrade SteamVr plugin before doing this issue ? Like that, we are sure that the function ResetZeroPose() will work with the new version of SteamVR plugin. |
@Xav1204 that's a good idea. Let's do that as a first point. |
@bastianilso I've made a lot of tests with the fonction ResetZeroPose() in different program sessions and with the different modifiers and it looks good. |
@Xav1204 data looks like what I would expect, so I think it's good. |
In the prism effect issue #97 we discovered that the hmd calibration interferes with the camera rotation. In addition the Hmd calibration also interferes with other modifiers like controller offset. It would be better if we could "teleport the player to 0,0,0" for example via a SteamVR API call or similar, rather than by moving a parent object of the camera rig.
@Xav1204 if you could investigate whether that is possible, or whether others have asked for this before from SteamVR that would be great.
The text was updated successfully, but these errors were encountered: