I know tracked pose driver can get the position of the headset. Which is the way to debug.log the position variable? which variable should I debug.log?
Tracked Pose Driver’s transform
It is possible to get the position/orientation of the headset directly from the input system, if that’s what you’re interested in.
For instance, in our particle system code, we use something like this:
using UnityEngine;
using UnityEngine.InputSystem;
public class LogDevicePose : MonoBehaviour
{
InputAction m_HeadPositionInputAction;
InputAction m_HeadRotationInputAction;
void Start()
{
m_HeadPositionInputAction = new InputAction();
m_HeadPositionInputAction.AddBinding("<HandheldARInputDevice>/devicePosition");
m_HeadPositionInputAction.Enable();
m_HeadRotationInputAction = new InputAction();
m_HeadRotationInputAction.AddBinding("<HandheldARInputDevice>/deviceRotation");
m_HeadRotationInputAction.Enable();
}
void Update()
{
Debug.Log(m_HeadPositionInputAction.ReadValue<Vector3>());
Debug.Log(m_HeadRotationInputAction.ReadValue<Quaternion>());
}
}
Thanks for your reply. However, when I copy this script and put it under the XR origan. The debug.log shows that the position and rotation are always (0,0,0). I am now using polyspatial 2.0.0-pre11 Unity 6000.0.19f1
And you’re either using Metal mode or an Unbounded volume camera in RealityKit mode, and this is from a build on simulator or device? The head position isn’t available to Bounded (i.e., non-exclusive) apps. If you submit a repro case as a bug report and let us know the incident number (IN-#####), we can look at what might be going wrong.
It is unbound mode. I am now using play to device in real device (not simulator).
Play to Device doesn’t currently support transferring the head position; it will only work in actual builds. We expect to add support for transferring the device pose in our next release.
Thanks for your reply
And I really hope Object Tracking can be released in the later version. One stuff in Unity mentioned it 2 month ago. ![]()