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Helinafoster5

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  1. Update Gaze Calculation, Convert Gaze Direction to World Space, Apply Camera Positions. Add the position of the main camera to the gaze origin point (leftGlobalOrigin) to account for the headset's translation in world space. Here's an example of how the updated code snippet might look. mcdvoice Vector3 gazeDirection = GetGazeDirection(); // Obtain gaze direction from Srananipal SDK Vector3 worldGazeDirection = mainCamera.transform.rotation * gazeDirection; // Convert to world space float tL = (1 / worldGazeDirection.z) * (distance - leftGlobalOrigin.z); Vector3 leftGazeWorld = mainCamera.transform.position + tL * worldGazeDirection; n this code, mainCamera represents the reference to the main camera in your scene. By incorporating the rotation and translation of the main camera in the gaze calculation, you should be able to compensate for the headset movement accurately. Remember to ensure that you're using the correct reference points and coordinate systems for your specific implementation.
  2. Launch the VIVE Software, Navigate to settings, Locate Chaperone Settings, Adjust the boundary Type, Expand the Boundary size, Save and Apply Changes.
  3. Hello, I am not an expert but I just want to say that try to enable USB debugging on the XR Elite, Verify the XR Elite device is recognized by your computer, Update unity and XR Plugin Versions, Restart the Unity and XR Device, Use unity's player connections diagnostic switch.
  4. Hello, I am just want to say Check power settings, use a dedicated charging adapter, Disable seep mode and screen timeout, Optimize development workflow.
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