ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
Other
352 stars 82 forks source link

Colliders influence height of camera (head) position #134

Closed skahlert closed 4 years ago

skahlert commented 5 years ago

The camera position seems to adjust height, depending on colliders directly below the camera position. For example if the player moves the head forward, just above a ascending stair, the camera jumps up a few centimeters, without the user triggering a teleport. It seems like the camera always tries to stay above a certain distance of the first collider hit, but there is no way I found to influence, which colliders are evaluated. In general I would expect the camera always to stay above the reference point of the rig (where I last teleported to).

chengnay commented 5 years ago

@skahlert Which device you are using? Do you have collider added to your camera gameobject? Please provide the version of Unity, Plugin and VIU. Could you also provide a sample project or a short video?

skahlert commented 4 years ago
  1. The device used is the Vive Focus Plus. But I can replicate it also through the simulator (see attached video).
  2. I did not add a collider to the Camera of the ViveRig prefab, no...
  3. VIU Version: 1.10.4, Unity: 2019.1.3f1, WaveSDK: 3.0.2
  4. Video is here. The project is a bit large, though. I'll try to make a smaller one, that replicates the issue.

You can see in the video, that the camera moves up a few units as soon as the collider of the platform is below the camera, and it snaps back when the camera moves again off the platform

skahlert commented 4 years ago

While creating the test-project I found that the VRTK teleporter seems to hijack the camera and snap it to the floor. I was not aware of this sideeffect. So no issue with VIU. Sorry, for the confusion.