Hi,
I have followed this a bit unclear guide https://developer.vuforia.com/library/articles/Solution/Developing-for-the-Gear-VR
and somehow made things work together.
How ever I have 2 remaining issues which can't sort our so far.
1. Oculus plugin is not moving AR camera when Disable Trackign flag on OVRCameraController component is unchecked. When I disable AR camera and enable OVRCameraController prefab from oculus, it has same modified scripts on it as AR camera with Disable Trackign unchecked head movement is being followed properly.
2. When There is a terrain on the Target, it is being cut away by backround camera render plane which is attached to the end of ARCamera. This does not happen with simple plane for example, but terrain is cut out.
here's how it looks https://www.dropbox.com/s/spmumg16zydwqfz/Screenshot%202015-04-18%2021.11.12.png?dl=0
Here is a plain project with EW and Oculus integrated with one Main scene in /assets to demonstrate these issues.
https://dl.dropboxusercontent.com/u/22506069/vufEWandOculucIntegration.zip
Does enyone know how to fix?
Using Unity 4.6.3 and Oculus Mobile SDK 0.4.2
Thanks
Stan
Gearvr - Terrain cut out and oculus head tracking problems
Hi,
are you using Oculus SDK 0.4.2?
Is your first question referring to the handover AR to VR? Try un checking the Disable Tracking flag and disable QCARBehaviour in ARCamera.
Gearvr - Terrain cut out and oculus head tracking problems
[quote=moisestafolla]
Hi,
are you using Oculus SDK 0.4.2?
Is your first question referring to the handover AR to VR? Try un checking the Disable Tracking flag and disable QCARBehaviour in ARCamera.
Gearvr - Terrain cut out and oculus head tracking problems
Hi,
In the current state you cannot have the ARCamera active and the head tracking at the same time. You can switch between AR and VR by disabling and enabling QCARBehaviour and setting the disableVRTracking flag from the modified OVRCameraController script.
Gearvr - Terrain cut out and oculus head tracking problems
[quote=moisestafolla]
Hi,
In the current state you cannot have the ARCamera active and the head tracking at the same time. You can switch between AR and VR by disabling and enabling QCARBehaviour and setting the disableVRTracking flag from the modified OVRCameraController script.
Gearvr - Terrain cut out and oculus head tracking problems
Hi again,
Thanks for the explanation of your workflow. We don't support that behavior yet. Currently you have to disable QCARBehaviour to have the head tracking functionality, this means that you won't have video rendering nor target detection while you are in this mode.
Gearvr - Terrain cut out and oculus head tracking problems
Hi,
Thanks for explanaition.
I think this is must have in the future as it is one of the most emphasized behaviours for virtual reality to always profide UI fixed to world instead of camera to prevent sickness.