Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Eggmogo · Jan 08 at 02:33 AM · vrnot workingoculusbuild errorcontrollers

VR hands in floor when built,Oculus hands in wrong position when built

Hello. I have recently tried to make a game using the Oculus XR package on my Quest 2. This was my first attempt at a VR game, and I used Unity's VR template. The game works perfectly when being played in the editor using Oculus Link. However, when I build the game to the Quest, the hands are far below where they should be, ending up in the floor unless I stretch my arms. I have tried lots of things, all of my packages are up to date, but nothing seems to work. Please help me.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rh_galaxy · Jan 08 at 02:36 AM 0
Share

What happens if you do a recentering after starting the game on the device (long-press oculus button)? And does it affect only the hands or the camera as well?

3 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Chimer0s · Jan 15 at 02:41 PM

@Eggmogo I just encountered this issue and then found the solution.

The XRRig prefab comes in with a component called "Camera Offset" on it by default. This is likely on the rig itself, but may be on the "Camera Offset" game object in the hierarchy. To correct the issue, set the "Camera Y Offset" to 0 and change the "Requested Tracking Mode" to "Floor."

It's working perfectly for me now. Hope this helps anyone else who runs into this issue!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Eggmogo · Jan 15 at 05:48 PM 0
Share

@Chimer0s Thank you so much. You have singlehandedly saved my entire project. You have my everlasting gratitude.

avatar image
0

Answer by rh_galaxy · Jan 08 at 06:55 AM

Try recalibrating the floor level and play area, or have the user recenter every startup (long press oculus button), or recentering automatically (by calculating an offset) at startup (but you are not supposed to do that). My game is a seated or standing game, not roomscale. The center position and height will vary with where the user is and the rotation around Y. Position and Rotation Y will be reset by a recentering action.


This is how you can do recentering from code, but I found that it doesn't work for me on the Quest.

 UnityEngine.XR.InputDevice headDevice =
     InputDevices.GetDeviceAtXRNode(XRNode.Head);
 headDevice.subsystem.TrySetTrackingOriginMode( 
     TrackingOriginModeFlags.Device);
 headDevice.subsystem.TryRecenter();


You can also try starting a new project and just add a camera, and a tracked pose driver (like in the picture in earlier comment) and a floor, and see how that goes. Also you should always place the camera in another container object, and move the container when you want to move the camera, because moving the camera by setting the transform will not work as it will be overwritten by the system.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Eggmogo · Jan 08 at 02:39 AM

@rh_galaxy Nothing happens to the hands, only the camera is affected.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image rh_galaxy · Jan 08 at 03:03 AM 0
Share

I don't use "Unity's VR template" and just add a "Tracked Pose Driver" to the camera. It works on both quest and pc. Using Unity 2021.1.6f1.

But it sounds like a recentering issue. alt text

unity-tracked-pose-driver.jpg (123.1 kB)
avatar image Eggmogo · Jan 08 at 04:05 AM 0
Share

@rh_galaxy Assu$$anonymous$$g it is a recentering issue, how would you go about fixing it? Also, I should probably mention that I’ve loaded it over 10 times with over 10 builds, same result every time.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

182 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

GearVR rotation stutter InputTracking.GetNodeStates 1 Answer

Assertion failed error when using Oculus headset 0 Answers

Why can't I use the latest version of Unity for Oculus VR? 0 Answers

Movement with Oculus Go 0 Answers

Why some scenes on Oculus Quest crash upon adding avatar and some work fine? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges