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(1 edit)

Hey Griffey. Yes I really should make a best practices guide.. but I'm still experimenting and learning how this system actually functions.

You will benefit from when i add the "change anchor positioning" menu option, so you'll be able to experiment with different points without needing to undo everything each time. It's coming in the next few updates. 

From my tests, I've learned: 


Too close can cause the problem you've mentioned.  Use at least 3 or 4 feet.  Not sure about maximum.

Rotation of the controllers can be a factor. Try to line them up "straight" when placing them ring side down, so the controllers are parallel. 

I've had issues with quest2 where the controllers don't like sitting upside down, and lose tracking , which throws off the points. You'll see the controller jump around if this is the issue. 


If it isn't because of these problems then im beginning to suspect there might be a bigger issue with shadows, and the quest setting wierd offsets , but in theory, the world will spawn in absolute positions related to the controller , so even if oculus think you're 2 feet left compared to "normal", the you're still placing controllers 2 feet left, and world will be aligned correctly with 2 feet offset

Would love to hear what other people are using as an anchor point.  I have a large black rug on a wood floor that never moves, so I put the controller at each corner and line then up between the grooves in the wood floor panel. 

In my 1000sqiare foot 2 bedroom apartment, alignment can sometimes be off by an inch at areas further from my anchor , and I tend to check doorways and sometimes just repeat the load anchor a few times until I get it right. 

Thanks for the advice! I tried again with your recommendations (on the floor, 3 feet apart, controllers facing "straight")..It's a little better, but am still having the same problems with things being far enough off after restarting the app that I have to re-do each it time.  

Also noticed the Quest 2 controllers jumping around, so I'll definitely benefit from the "change anchor positioning" option when that gets added. 

Either way am loving the potential of this app - I'm sure you've thought about this or had it suggested before, but is there a way to export the space to a home environment for the Oculus? I've seen some tutorials on creating custom ones, so even a way to export the 3D map/unity file would be awesome (can't seem to find if the 3d map is saved in 'sdcard/Android/data/com.curiousvr.homespace')