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Disable Oculus tracking
I would like to disable the Oculus tracking (position AND rotation). My scene is really simple: it's just a white dot and a black background. I want the dot to appear fixed, so I try multiple things :
Make the dot a child of the camera
Set the transform.rotation of the camera to identity
Multiple solutions from http://answers.unity3d.com/questions/1064829/how-to-disable-oculus-head-input-tracking.html and http://forum.unity3d.com/threads/oculus-dk2-when-virtual-reality-enabled-i-want-to-disable-hmd-tracking.335636/
With all this I can see the dot "not moving" but the tracking is not disable and if I move the head quickly I can see jumps and latency. While playing in the editor I can change the "Target eye" setting of my camera to "None (main display)", which freeze the Oculus frame and disable tracking, it's smooth and clean like I want, but it doesn't work in script (and if I move the dot it's not updated, so it's not a good method anyway).
If anyone found a good solution to really disable the Oculus tracking it would be greatly appreciated!
Answer by Sindorej · Sep 22, 2016 at 08:35 AM
I'm not sure if that is possible, but maybe you can have a second camera that is fixed and overrides the oculus one. You can change the depth from a script to select which one should be in front each time.
I am currently developing for the Vive, and that sollution would not work because it overrides all cameras, but maybe it is possible for Oculus.
In any case, good luck :)
Unfortunately, every camera I add in the scene is replaced with an Oculus camera...
Ah, same story with the vive. $$anonymous$$y only other suggestion is to try using a canvas ins$$anonymous$$d, since it renders on the cameras
A canvas with render mode set to "Screen space - Overlay" seems to do the trick, even if the tracking is not disabled. ("Screen space - Camera" and "World space" seems to be affected by tracking). It's a good solution but still not perfect: if I want to use 3D elements in my scene (or at least make the canvas appear at multiple distances) I'm not sure how to achieve that.
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