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You can edit the Unity or UE4 assets to not set the position of the HMD... but you'll always need a lighthouse to keep the screen from blueing out.
They also help prevent rotational drift.
We don't want to be saddled with hardware we are not utilizing... I hope there is an option in the future to escape this constraint.
This is a potential issue for anyone using the Vive to develop for an event space/attraction. I don't want another point of failure from a device im not even utilizing!
And yeah, that can be trouble in events - lighthouse cross-interference is a thing that you have to worry about (needed some tarps put up at Vision Summit), but we just showed Fantastic Contraption on the GDC expo floor at a booth without walls (!) and had no problems whatsoever.
If you're showing at a public event and want to show something without any tracking or hands.. one wonders why use the vive at all? :)
The Vive has an internal gyroscope & accelerometer for rotation, not sure why those couldn't be used indipendantly from positional tracking...
I am currently looking at quick development for short, ticketed, full-motion ride run on high end computers. It will be a shame if Oculus is my only flexible option for this kind of thing.
I've currently got this working on my Oculus DK2 outside of SteamVR, but I just did a test with SteamVR and it appears that even the DK2 stops rendering when tracking is lost despite the fact that HMD is perfectly capable of doing rotation-only tracking.
I haven't yet ported this project to SteamVR. It's high on my list of things to do, but if I can't get around the positional tracking loss fade out it's going to be a major headache.
Check: SteamVR > Scripts > SteamVR_TrackedObject.cs. This is where OnNewPoses() is in the current example code.
I didnt found "OnPoseReceived", but i did find OnNewPoses() . I commented
transform.localPosition = pose.pos;
but it still tracks the position. Seems like transform.localRotation = pose.rot; is doing both rotation and position, so am i doing something wrong ? is my steam vr version different than yours? thanks for the help!
in a script that will be run when you want to disable the position tracking.
Apparently may not be supported after 2019.3, see https://forum.unity.com/threads/completely-disable-position-tracking.450644/