Oculus Quest using Oculus Link player height offset in Editor

EDIT** just found that this can be fixed by deleting all guardians in the Oculus Quest menu but it also led me to finding that
csharp** **XRDevice.model;** **
Doesn’t seem to return anything in Unity 2020.1.0a14 alpha with XR Subsystems and the Oculus & WMR loaders set up… odd. I’ll keep investigating this but leaving this here if anyone else has this issue.

Sometimes when using the Oculus Link functionality with the Quest to test in Editor, the entire room scale tracking is offset and higher than usual (giving me the head height of a giant). While I can see the Oculus Quest hands floating way below me while my in-game tracked pose driver hands are up high with me.

Has anyone else had this or found a fix?

Using XR Subsystems Management with Oculus XR plugin V1.1.3

I’m confused I’m having the same exact issue but I’m confused, how are you deleting the guardians exactly?

Have a dig around the Quest settings on the device, it should be simple enough for any self-sufficient developer to find the option!

Hilarious :smile:

However, might be that it just did not work for the guy with the unspeakable username. In the Quest, you have to deactivate link to return to the Quest native menu. Then go settings → see all → Guardian. There should be an option to “Clear guardian history”.
I do have this issue sometimes, and I find it really odd. I am also confused, by the way, because it does not seem to make much sense to me that clearing the guardian history would help. There is still quite some black magic involved in this entire link thingy.

Glad you found it, I actually couldn’t find it documented on the Oculus help guides when I did a quick search but knew the option wasn’t far :slight_smile: