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Remove Offset between Camera Control Object and Active Cam in VR

Home Forums General Questions Remove Offset between Camera Control Object and Active Cam in VR

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #79133
    tomtm
    Customer

    Hello,

    How can the offset between the Camera Control Object and the subordinate Active Cam be eliminated in VR so that both objects have the same X and Y coordinates again?
    The Z coordinate should remain unchanged.

    I want to jump from one point to another in a scene using the setPosition method on the Camera Control Object.
    However, if you have previously moved around with the headset, there is an offset between the Active Cam (headset) and the Camera Control Object.

    Or am I misunderstanding something again (as usual ;-) )?

    Thanks,
    Tom

    #79135

    Hi,

    Camera Control Object is the offset itself, however it does not mean the VR headset can’t move beyond its initial coordinates. You might need to create some “virtual bounding” to prevent that from happening.

    P.S. I guess you’re already our customer, however we can’t find your email in our license registry. Please contact us so that we can update your forum account. :mail:

    Soft8Soft Tech Chief
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    #79136
    tomtm
    Customer

    Hi Alexander

    I sent you my license details via contact form.

    Considering my question, if I trace the position data of the active camera, if I move with the head set lets say in y-direction the offset increases.
    If I would like to place the position on a certain point, the offset remains.
    What do you mean by a virtual boundary?

    Thanks Tom

    #79138

    Thanks!

    Basically, the offset between the camera and the control object should stay as low as possible. You could parent some (semi-transparent) object to the control point and show it when offset is too large.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #79148
    kdv
    Participant

    there is one small nuance: the camera control object never changes it’s position relative to the playing zone. even if you change its position with puzzles it stays at the same point of the playing zone (which is unmovable). actually, the camera control object is also unmovable in the real world. but your HMD can be easily moved in the real world to any point the playing zone. thus you just can’t remove that offset :unsure:

    I want to jump from one point to another in a scene using the setPosition method on the Camera Control Object

    just take that offset into account (operations with vectors) and jump.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #79149
    tomtm
    Customer

    Hi kdv

    thanks for this insights. I didn’t know about this fact.
    I made a little function to compensate the offset, so I move back the camera control object or in other words I changed the center of the scene then.

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    #79160
    kdv
    Participant

    That’s how it works in VR (the camera control object’s position inside a playing zone is represented by a cube, a sphere shows the camera’s position when rotating).

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #79162
    tomtm
    Customer

    Great, many thanks for your video explanation.
    It’s little abstract to understand, but now I got it. :-)

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