Oculus 2 Camera placement bug

Hi,

I’m new to this Forum and I’m experiencing a bug where I can’t find a solution for.
Recently I developed a small VR Escape Room Game where I set fixed Spawnpoints in every Scene where my Camera Rig moves after Scene Load.
So for me and a friend there is no problem with that, everything works just fine. But with my third friend unfortunately not. He will always spawn few meters away from that point. There is no way I can replicate that bug and I have no clue how to fix that.
Is there somebody who experienced similar bugs? Could it be because of his “unnormal” sized Guardian?

Thanks in advance for your answers.

Mostly likely you’re moving/rotating the center of the camera rig/tracking space. The problem is there’s no guarantee that the user is anywhere near that center. If you’re using a stationary guardian space or a small standing guardian you’re unlikely to be far from that center, but if you’ve got a room scale guardian you could be meters away.

What I do is offset the tracking space’s position by the X and Z of the camera’s position. This makes it so that the user’s head is directly over the point you’re moving to, regardless of where they are in their tracking space.

Similarly you can use Transform.RotateAround (Unity - Scripting API: Transform.RotateAround) to rotate the tracking space so that the user’s head is facing forward, instead of the tracking space (because again there’s no guarantee they’re the same direction).