I have realized the manual adjustment of camera-offset for Leap Motion was removed already back in Leap Motion Core modules a year back or something. This explains why I havent been able to manually adjust the hand-offset. @MR-Alex
Now, waking up 7am this morning, I suddenly realized I could simply emulate a Camera and send its cordinates to LeapMotion Service (instead of using the Pimax camera directly). So I created a “emulated” camera, updated its position from the main Pimax camera, but added a slight offset to the Y and Z position.
And it works No lag or delay whatsoever, positions are instantly updated.
I know its a temporary workaround until UltraLeap fixes the Pimax offset in their SDK, but at least we can get some proper hand-positions in VRExp for now
I will add this to the next release, probably later today together with new fixes and stuff!
I just realized I didn’t even need to use an emulated camera. Just an empty object with Transform, getting the same postion/rotation as PVRCamera but with corrected offset
Thats better, because a camera always eats some resources, while an empty object does not.
Yep, both the Temporal Warping offset is gone, as well as the old HMD offset which seemed to be available in earlier versions.
There is a Hand offset feature, but its not available for VR, as when having that enabled, it doesnt use the HMD transform position as reference point (hands are stuck in space wherever I look).
So yeah, this is the solution for now And it works well!
Currently trying Forward-rendering in Unity (instead of Deferred which was default for PVRCamera). Forward rendering seems to have less impact on performance actually! Still wondering why FFR/DFR is not being “seen” in VRExp, even with Forward rendering.
Forward rendering is faster and needs less resources (I guess you are not planning to include (multiple) dynamic light sources which would be an argument for deferred rendering).
Are you using the legacy rendering pipeline or the universal rendering pipeline?
Which Stereo Rendering Method are you using?
This totally depends on the project. For my prototyping I’m always using the latest none-beta version. For real projects the latestest long-term-support (LTS) version. For your project I would recommend 2019 LTS.
I have a feeling I’ll need some coders on this later on when source code is open. Until then, I will just leave out the ability to use VRWORKS and “see” FFR/DFR foveated areas in VRExp… no point messing around with this now hehe
Yup. I would also recommend not to invest too much time into file explorer UIs for PE.
It requires a lot of work and typing in VR is a pain in the a$$ anyway.
Actually, Ive been in contact with a dev and got permission to use a free File-browser script which is quite nice. Lots of customization has to be made to get it running, but Ive already made the UI interaction to work with my LaserPointer script. Shouldnt take that long to have this usable in many ways
(yeah it looks ugly, layout and design will be changed)