XRDevice.userPresence and Samsung Odyssey

I am trying to use XRDevice.userPresence to detect when a user has put on or taken off a headset, but it seems to only work after a minute of having the headset off with no motion. Can Unity confirm that it is only motion detection used for the Samsung Odyssey and not the sensor? I would like to see if I can check immediately when the user removes or puts back on the headset if possible, like the Oculus Rift does. any other pertinent information regarding how Unity’s XRDevice.userPresence works with the Samsung Odyssey is appreciated.

Hi playemgames, are you using the application when installed/deployed to the local system or are you simulating in editor? If the latter, we are tracking a known issue where presence is not acting correctly.

The latter, can you message me when this is cleared up? I can help test for it if possible.

My Acer also never reports being off either, is that also a bug?

Yep, all the issues with presence while in play mode will get fixed together most likely. We unfortunately have no estimate for a fix right now, but it will be listed in the patch notes once that gets resolved.

Thanks Jason, if you can remember, please just PM me when the fix is in!

Did this get fixed yet?

as of Friday the fix was going through QA verification and hit some snags.

Cool so maybe 2018.1 release?

Can’t make promises, but I hope so.

Is it fixed yet?

No update right now, the small snags became large snags.

Is this bug fixed?

It should be fixed and backported from what I can tell to the following versions:
2018.2.0b9
2018.1.6f1
2017.4.6f1.

Apologies for forgetting to notify, my teammates ended up working on this so I fell out of the loop on it. Let me know if you’re still having issues with it.

Thanks will be testing this out then, been pretty full with deadlines and the like myself.

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