[1342] GetTrackingData() returns not actual head rotation/position
tracked
Shiro K
PlayerApi.GetTrackingData(VRCPlayerApi.TrackingDataType.Head) called during OnPostLateUpdate() returns not anymore the actual head rotation/position. It seems that there is at least 1 frame of delay.
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Shiro K
In meantime I found a workaround for this issue. I have to get the head position/rotation at OnWillRenderObject or OnPreCull instead at Update/LateUpdate or PostLateUpdate.
But it's still unclear what exactly changed. Has Unity 2022 a new behavior regarding updating VR cameras or changed something in PlayerApi.GetTrackingData()?
It would be nice if the tracking data would not be behind a frame - at least not for the PostLateUpdate event.
StormRel
tracked
Whaddageek
StormRel: This is still present in the latest beta build.
Whaddageek
StormRel: This is
still
present.Whaddageek
StormRel What's the latest on this, it's been an issue since the Unity 2022 beta, and still present as of the newest migration to 2022.3.22f1.
Shiro K
To add some more context:
Happens only in VR, not in desktop.
I need the head position/rotation to place a second and third camera behind the main camera, to be able to render far objects (planets). But in open beta, the 2nd/3rd camera is not anymore in sync with the main camera and this causes motion sickness.
My world is not public yet, so I can not show the effect. But __BT__ uses the same technique, so the issue can be reproduced there:
Go outside and watch the skybox and move your head in VR.
Also remarked it in the Prop Hunt world (but less visible):
Start the game and move your head in VR. The HUD below will jitter.