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dagillespie

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About dagillespie

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  1. Hi - we are also looking at tracking across large spaces with Vive and are looking at how to achieve this. Is it possible to create a setup with more than 4 lighthouses successfully yet? We would like to understand the maximum number we could use as would be looking to track as large a space as possible (think warehouse scale so ideally 16). @VibrantNebula
  2. Hi - Are there any updates to this? We are needing a solution for spatial mapping with an inside out tracking headset where Cosmos + SRWorks may be the solution. Is this now working? @Jad @Daniel_Y @Andy.YC_Wang
  3. @Daniel_Y - awesome many thanks for confirming - it's helpful in determining likely vector error over distance, of course as you said that totally depends on your own eyesight too
  4. @Andy.YC_Wang Many thanks - that would be most appreciated
  5. Try adding a debug text node and seeing if it sends any text to console. That way you can double check if the object's event begin play is executing. @Jawani
  6. Thanks @Andy.YC_Wang - this implementation works for something already in the level however this isn't exposed you can't set this programmatically in blueprint - ie you can't have an actor that is spawned set the value of this. Is this correct?
  7. Answering my own question for everyone's reference On begin play a ViveSRDualCameraImagePlane is spawned and is effectively mapped to the player camera transforms - HOWEVER this doesn't appear to be attached to the player camera component so when the player moves/transforms their location, the image plane orientation messes up. Therefore simply at EventBeginPlay, if you get the spawned actor and attach it to the player's camera, this will ensure the image plane always keeps proper alignment
  8. See screenshot of what happens when you rotate the player pawn by 90 degrees. The SR actors don't keep up and even when you do update their rotations accordingly, the transforms still don't create a properly aligned view. Similarly if you have your player facing any direction other than along the X axis then there is a mis match in the attachment/transform between the image and the player camera. @Daniel_Y @reneeclchen
  9. It appears that when you change the players location or rotation in world space in Unreal that the camera image plane that is generated in front of the user doesn't adapt to update to this. Is there a way to ensure that if the player pawn translates that the ViveSR actors keep track and follow this? We've tried manually mapping the transforms to the image plane that is generated at run time however doesn't appear to do this. Thanks!
  10. If anyone from Vive with experience in this area could chip in it would be most appreciated. We're trying to do some work where understanding this is very important in working with the data from the Vive Pro Eye. Thanks! @Daniel_Y @zzy @Corvus
  11. Exactly what we've just found. It would be useful to have some kind of confirmation that the tracking calibration has been successful from the calibration app itself too!
  12. Update on this - we're finding that the calibration test screen (as per screenshot in first post) isn't responding however in our Unreal applications, tracking is still working.
  13. We have just experienced the exact same issue after the latest steam update to 1.8.19. A fix for this would be most appreciated!
  14. Is there a more detailed explanation of the eye tracking accuracy than what is stated on Tobii's site for the Vive Pro eye please? https://vr.tobii.com/products/htc-vive-pro-eye/ It says 0.1deg - 1.1deg, however it's unclear whether this means +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.2deg - 2.2deg) +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.1deg - 1.1deg) somethng else We are looking at understanding accuracy over distance so would like to understand what this means please @Corvus @zzy @Daniel_Y
  15. Awesome thanks - we've updated our code accordingly.
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