Hi, we’re having a couple of issues that we need to solve for a project. The plugin overall is working well, and thanks for all of your work on this!
Our main issue is that the calibration process appears to put our VR headset at mouth height (right near the end of the standard head bone), no matter what settings we play with for offsets and head sizes / heights. We’re using Oculus Rift S headsets, and have reset the left and right palm offsets, as suggested. This still doesn’t appear to line the controllers up with the hands correctly, but we feel that we can tweak these settings to get close enough once the camera is properly oriented to the eye-height of our character.
Do you have a recommendation for getting this calibration as close as possible, especially for Rift S headsets?
Our second issue (potentially related to the first) is that the character is floating a few centimeters off the ground after calibration, even though the physics collider lines up pretty much exactly with the bottom of the feet. The distance off the ground appears to be roughly the same as the difference between the mouth (where our VR headset appears to be locked) and the eyes (where we’d like it to be).
Finally, do you have recommendations to smooth out twitchy rendering of the player avatar? It seems to flicker in and out of existence at a random framerate…as if there is some mismatch between the last stored value of the VR hardware and the current frame which is rendering.
We are working with a character model from Character Creator 3, exported for compatibility with the Unreal skeleton naming conventions. This is all working at a basic level, but we’ll need to dial in these last bits in order to use this in our commercial project. It feels close, but we can’t seem to get a properly calibrated avatar out of this.
Thanks for your help!