VR Hands appear above head - Can't adjust!

John Howell

New member
Hi,
I've just set up a new scene and followed the two VR setup videos. But no matter what I do, I can't get the VR hands to appear in the correct position. They are always way above my head as show in the image. I've tried adjusting where the hands are physically positioned in the scene, experimented with first person objects, moved the capsule and adjusted its size, etc. Also tried Camera offsets but still no luck. The VR camera's view appears to be in the wrong place - or the hands are somehow fixed in the wrong place?

I can 't work it out.

Any help appreciated.

Thanks,
John

1593611059769.png
 

Justin

Administrator
Staff member
If you set the Position Offset on the First Person Objects does that reposition correctly?
 

John Howell

New member
Thanks Justin. The First Person Offset didn't change anything. I got it working in the end after changing the following two offsets (images attached). Hands and floor are now in the right place. Handler script and Head tracker script. These two offsets (and height of the Collider) were the only inputs that changed anything. Ended up changing height back to what it was after these were adjusted. Are these offset changes likely to give me any issues going forwards? Is this just an Oculus Rift S thing? Hands in demo were also out of place.
Cheers,
John

hand tracker offset.JPG

head-tracker.JPG
 

ZZVN

New member
Hey @Justin, I'm seeing a similar issue on my end in the demo scene with zero modifications to the scene/source code. Using an OG Oculus Rift here. I was able to assign an arbitrary negative value to the `Hand Handler` position offset, but that feels a bit hacky, especially if we're trying to distribute the app cross-platform. Do you have any thoughts on why the hand position may be so far off the "real" hand position and how to correct?
 

Justin

Administrator
Staff member
I haven't been able to reproduce the hands being off so I'm not sure what the cause is, but the hand position is with XRNodeState.TryGetPosition. Unless you add a position offset to the Hand Handler it doesn't modify the position at all.

In a distributed project you'll need to determine the height of the player and then change the position offset. This will allow you to modify the in-game height based on the different player heights.
 

ktweedy1

New member
In the demo that I installed this week on Unity 2020, I had to set the translate y offset to -1, my hands were floating over my head.
 

RobotGames

Member
For some reason what worked for me (Q2) is set Main Camera 0,0,0, Head Tracker offset to 0,1,0, Hand Handler offset 0,0,0. This was pretty close, I will have to do a little adjustment, then of course see if it works the same with Vive and Q1. It would make sense to me that setting everything to 0,0,0 and I would get absolute position data from the headset. I don't know why we need the Head Tracker offset unless of course I do not have my floor set up correctly. I will have to look at that.
 

kakayaga

New member
This is a problem I'm having as well. I tried RobotGames' suggested approach, but the perspective is still weird. The OVRCameraRig has a setting called Tracking Origin Type which you can set between Eye Level, Floor Level, and Stage. Is there a setting for this in the VR Addon? I think changing the Tracking Origin Type to Floor Level might solve this issue.
 

Justin

Administrator
Staff member
Did you try adjusting the position on the First Person Objects component?
 
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