BIK: Full Body IK Solver

Hey ,

I made a copy of your VRCharacter in your Plugin Content, and attempted to swap it to use HTC Vive style room scale today, but ran into some snags.

I reorganized the end effectors like so:

… and then set the tracking origin to to floor level. This is a standard setup I had been using for Vive which had worked in other projects…

It is working, but somewhere there is a call to an Oculus style “Reset Orientation and Position” or “Reset Tracking Origin” to eye level as every time I launch the game, even if I’m sitting, the distance to the floor in VR looks as though I’m standing. I searched the entire project for either of those nodes and removed any calls to them, but it still does that oculus style reset to eye level. Is there a call in the code somewhere doing that?

Some other things I noticed.

I had to set the end effectors rotations to -90 Z rotation to match the skel. mesh. -90 Z rotation component space, before the hands were in the right spot in room scale, but after that it seems to work. Seems normal?

Something I’m not sure I’m right about… I got into a state where my end effectors weren’t updating with the updates i’d made in editor with ‘vr preview’, and removing ‘intermediate’ and ‘saved’ folders from the project and relaunching seemed to fix it. Is there some known issue like that?

Also what does setting the BIK component “calibrate” flag do exactly? It’s kind of cool that if my HMD was higher than my body it would correct my character size, and make me like a giant. Just curious what all it does to calculate scaling.