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Gearvr - Terrain cut out and oculus head tracking problems

April 18, 2015 - 2:05pm #7

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

April 21, 2015 - 7:07pm #6

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.

About the terrain mesh it seems you need to change the rendering order of the terrain to be rendered after the video background.

Gearvr - Terrain cut out and oculus head tracking problems

April 22, 2015 - 9:05am #5

moisestafolla wrote:

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.

About the terrain mesh it seems you need to change the rendering order of the terrain to be rendered after the video background.

Hi, thanks for reply.

yes using  Oculus SDK 0.4.2

About head tracking I'm refering to default state. Start in scene where no targets are, just ARCamera with  oculus integration enabled. Disable Tracking flag is unchecked. ARcamera is not head tracked.

I will try to disable entire QCARBehaviour, but that is not how it should be, should it?

About the backround plane rendering order, how can I do that?

 

Thanks

Gearvr - Terrain cut out and oculus head tracking problems

April 27, 2015 - 10:30am #4

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.

About the rendering ordering you can modify the VideoBackground.shader file and modify the queue ie. Tags {"Queue"="geometry-100" "RenderType"="opaque" }

Gearvr - Terrain cut out and oculus head tracking problems

April 28, 2015 - 3:13am #3

moisestafolla wrote:

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.

About the rendering ordering you can modify the VideoBackground.shader file and modify the queue ie. Tags {"Queue"="geometry-100" "RenderType"="opaque" }

 

Hi, figured out the shader render queue meantime as well. thanks.

About disabling and enabling QCARBehaviour that is not really usefull. When you do that, you loose rendering of video background completly.

If you disable image tracking only still not useful as when image target gets in sight again we need to detect it and disable orientation tracking, but that cannot happen with disabled image tracker.

 

The workflow is 

1. oculus controls camera orientation, game is showing some floating UI atop of camera feed. Vuforia must not move nor prevent movement of camera but image tracker must be active and keep watching for image targets.

2. user looks down to image target on the floor. Vuforia detects target and starts to control the camera to track the target in camera view. We disable oculus head tracking by setting created flag DisableTracking. Oculus is now not controlling camera anymore.

3. user looks away from image target. vuforia notifies us about loosing tracking of the target, we enable Oculus head tracking by turning off DisableTracking. At this point Vuforia must still render backround and image tracker should still remain active to be able to detect target in camera view again. Vuforia must not control nor prevent movement of camera.

Vuforia backround render and image tracker must be active at all times.

That is how we implemented this already in past with Vuforia 3.0.9 SDK and gyro camera control.

What we observe right now with EW is

1. Vuforia prevents camera movement even it does not track any target.

2. when vuforia is tracking target first time all is fine. Then when tracking is lost Oculus head tracking is enabled. Then when Vuforia find target again and we disable  oculus head tracking, Vuforia controlls camera and starts tracking image target but it is not aligned with target in the scene and trackign is completely wrong. It never gets aligned with target properly anymore.

 

Gearvr - Terrain cut out and oculus head tracking problems

April 29, 2015 - 9:51am #2

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. 

The only way to switch between these two modes is to enable and disable QCARBehaviour and checking/unchecking disableVRTracking in OVRCameraController. But as I said before we don't support both of them working at the same time yet.

Gearvr - Terrain cut out and oculus head tracking problems

May 1, 2015 - 12:41am #1

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.

On the other hand loosing video back means loosing augmentation of reality getting user sudenly into virtual reality without consent of his surroundings. This switch would make user heavily confused and disoriented.

I'm sure there is a way to hack it but implementing custom integration of oculus camera rig and arcamera would make direct vuforia oculus integration pointless.

Just to conclude I believe that smooth transition between different ways of tracking is just a must.

Stan

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