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Dying light vr reset seated position
Dying light vr reset seated position















Disable Theater Mode in the games properties in Steam. Patched "DyingLightGame.exe" with Revive. Left anti-aliasing enabled and change resolution (to several settings). I have done the following: added "OculusEnabled()" to my "video.scr" file. It loads because there is audio but the game is stuck loading in SteamVR and it says "(unresponsive) DyingLightGame.exe". The closest I can get is the game runs in windowed mode but it is black. The only way to access the livelink data is during debug play via a datahandler that can display the motion capure clusters, controllers and VR-glasses.I still cannot get this to work after hours of trying. Sadly the objects tracked in the Livelink plugin are hidden, so I can not use them for positioning the HMD correctly. My next try is to set up a new camera for the pawn myself and only allowing the motion tracking to be handled by the Livelink Plugin. The camera of the player is also connected to the plugin and will at startup create the camera actor correctly, but attached to Livelink. I assume most that works and doesn't work is due to the strong involvment of the livelink plugin. Just reseting the seated position does never work correctly. Seated position does work, when the VR-glasses are placed correctly in the beginning. I tried getting the motion tracking to work with standing position, but neither position nor rotation of the VR-glasses are correctly received in the motion tracking. I guess I have to find out by trying, where the camera is attached.Ĭreating a new camera might also be an option, but it will probably be difficult for it to follow the character and could break stuff that is currently working. but is most likely attached to an obscurred component. I assume that this camera is set in the correct position by Livelink at the start of the game.

dying light vr reset seated position

The only camera related actor I could find in "VR-play mode" was the "PlayerCameraManager" which did not move, but its orientation changed in sync with the VR-headset. I noticed that during play I could not find the camera actor, even though moving around in VR looks correct. The pawn was created by me and is a parent to the animation and skeletal mesh. The character and animation was set up following this tutorial:

Dying light vr reset seated position software#

The animation gets its inputs from the "LiveLink Pose" blueprint made by vicon which receives input from the motion tracking software Vicon Evoke.Įvoke is connected with cameras that track 6 motion tracking clusters and sends it to the Unreal engine via Livelink to visualize the player movement. The visual movement of the pawn is handled by an animation blueprint, which is a child of the pawn. The actual player pawn always stays in the 0/0/0 location. The camera will be set correctly in the head if the headset is put on a specific point on the ground and then starting the game.My objective is to add an ingame function to tell the player to calibrate by moving into a highlighted position and then reseting the seated position. The motion tracked playerpawn always has to start at position 0/0/0.

dying light vr reset seated position

When the game is started with the VR-glasses not in a specific central position, there is an offset between the camera and the player pawn. I am currently developing a VR-Game in the Unreal Engine which uses motion tracking (Vicon) in game. When reseting seated position the headset has to be roughly in knee height, to have the right height in game. When wearing the VR-glasses normally on the head the camera is moved below the play area, when putting it on the ground the player is too far above the ground. Orientation and x/y positions are correct, but the z coordinate is somehow set strangely inverse. When calling reset seated position either by calling it in the Unreal Engine or with "OVR Advanced settings", the camera height will be set wrong.















Dying light vr reset seated position