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Orientations of motion controllers do not match MR headset Heading #1179

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Alexees opened this issue Oct 17, 2017 · 4 comments
Closed

Orientations of motion controllers do not match MR headset Heading #1179

Alexees opened this issue Oct 17, 2017 · 4 comments

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@Alexees
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Alexees commented Oct 17, 2017

When running any scene while the MR headset is oriented in the direction it was setup, the motion controllers look like they're setup correctly.
When rotated any degree from the setup position, starting the app results in the motion controllers being off. Rotated 180 degree and it's as if someone infront of you were holding the controllers, mimiking your movements. The controllers common reference position and rotation seems to be bound to the setup ones.

@Alexees Alexees changed the title Orientation of motion controllers does not match MR headset Heading Orientations of motion controllers do not match MR headset Heading Oct 17, 2017
@keveleigh
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Are you running a regular 2017.2 build or an MRTP build of Unity? This sounds like a bug that has been fixed in the MRTP builds: http://beta.unity3d.com/download/edcd66fb22ae/download.html

@Alexees
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Alexees commented Oct 17, 2017

Thanks,
that was it, we were using Unity 2017.20f2, using MRTP worked.

@Alexees Alexees closed this as completed Oct 17, 2017
@StephenHodgson
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StephenHodgson commented Oct 19, 2017

@keveleigh I was able to replicate this in the latest build.

Is this really a bug in the OS/Unity or is it our implementation?

@StephenHodgson
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Actually this was fixed. Seems to be a different issue better described in #1244

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