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Observe position and rotation error in VR compared to real world
Place controller circles against each other
Observe position and rotation error in VR compared to real world
On Quest in the Oculus browser, orientation is correct; when you repeat the above on Quest with Link disabled you get a pretty perfect match between real world and virtual objects.
Expected behavior
Quest + Link controller model should match real-world orientation and position.
Screenshots In VR via Quest + Link - note that there's not only a position but also a rotation offset (both are tilted outwards)
Oculus Home via Quest + Link controller orientation
@Artyom17 and I have brought this up before as something that WebXR could address..
The controllers need an additional offset to be perfectly placed and we ended up hardcoding that in our code.
Thanks for linking! Just to confirm that I get this right – the Oculus Browser on Quest applies custom offsets so that the controller models actually line up with the controllers? And the "better" fix would be that the offsets are fixed in this repo, and then the offset in Oculus Browser has to be removed?
Describe the bug
To Reproduce
Steps to reproduce the behavior:
On Quest in the Oculus browser, orientation is correct; when you repeat the above on Quest with Link disabled you get a pretty perfect match between real world and virtual objects.
Expected behavior
Quest + Link controller model should match real-world orientation and position.
Screenshots
In VR via Quest + Link - note that there's not only a position but also a rotation offset (both are tilted outwards)
Oculus Home via Quest + Link controller orientation
Real-world orientation
Version
Latest used on https://immersive-web.github.io/webxr-samples/input-profiles.html
Desktop (please complete the following information):
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