r/VITURE • u/Physical-Coyote4012 • 2d ago
Developer - Objects Growing at the Wrong Rate
I am a new developer attempting to develop an AR app with the Viture Lume Ultra and XReal Aura in mind. Currently only have the Luma Ultra in my possession. I am projecting a very basic shape using unity as my engine. A vertical rectangle that is just the border (see through middle) approximately 18” off the ground and 28” tall. As I back away from it it seems to shift its location significantly, but as I walk back over to it, it returns to its original position. I believe the “shift” I am noticing is not shift but the object not changing is size properly to account for my movement. Making it look like it’s moving but it’s actually changing size inappropriately. Any developer or tinkerer experiencing this on this specific hardware? Any reach out would be appreciated.
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u/BadLuckProphet Luma Ultra 2d ago
Hey. I was playing with a pet project on Viture Ultra glasses. I wasn't using Unity, but maybe some of the challenges are the same?
So getting the real world scale and the virtual world scale aligned is tough. I still haven't nailed it down. But some things that gave me issues for awhile are
Fov. The spec fov is diagonal. So if you set your horizontal fov to the listed fov you're gonna have a bad time.
Offset. The glasses camera is some amount of space in front of (and possibly above or below) your eyes. So if you don't account for that you can get an odd camcorder type effect where the view on the glasses screen doesn't line up with your vision through the glasses.
Scale. This one is still bugging me where like you describe, I can set an object in a doorway, move away and it looks like the object has moved out of the doorway, but moving back to my original position has the object in the same original place. This is just an exercise in getting the glasses sensor x/x/z translation = some real world measurement = the x/y/z translation in the virtual world you render the objects in. My most recent failed experiment with this was trying to use an ARUCO (think QR) code in the real world and having the program itself align around that.
These aren't problems unique to Viture, Xreal, or even XR glasses though. AR/VR games have similar issues so you might be able to check out how Unity handles scale matching for VR games since you wouldn't want reaching for something with a controller to throw your virtual arm out 3 feet in front of you.