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| m_Name: Full Body Tracking |
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| m_overrideMarkdownText: '# Full Body Tracking |
| |
| |
| NorthStar supports full-body |
| tracking using the [Meta Movement SDK](https://developers.meta.com/horizon/documentation/unity/move-overview/). |
| The SDK provides a solid foundation, and we have implemented additional logic |
| to meet the project''s needs. |
| |
| |
|  |
| |
| |
| ## |
| Meta Movement SDK Setup |
| |
| |
| To set up body tracking, follow these steps: |
| |
| - |
| Right-click the player rig GameObject. |
| |
| - Select the body tracking setup |
| option. |
| |
| |
|  |
| |
| |
| This process configures |
| the RetargetingLayer component and the FullBodyDeformationConstraint, which work |
| effectively out of the box. |
| |
| |
| ## Calibration |
| |
| |
| **Avatar Scaling** |
| |
| |
| After |
| the player calibrates their height in the menu, we scale the player avatar to |
| match. We adjust the player rig based on the initial height versus the player''s |
| height, accounting for any height offset. |
| |
| |
| #### Relevant Files |
| |
| - [PlayerCalibration.cs](../Assets/NorthStar/Scripts/Player/PlayerCalibration.cs) |
| |
| |
| **Seated |
| vs Standing** |
| |
| |
| NorthStar supports both seated and standing play. We added |
| an offset to the player rig to ensure the player appears standing in the game, |
| even when seated. This offset is calculated from the difference between the player''s |
| calibrated standing and seated height, adjustable in the menu. |
| |
| |
| The full-body |
| tracking system does not support manual offsets, causing the player rig to crouch |
| regardless of skeleton adjustments. To address this, we use only upper body tracking |
| and manage leg placement ourselves. |
| |
| |
| **Custom Leg Solution** |
| |
| |
|  |
| |
| |
| Initially, |
| we used the built-in full-body tracking leg solution from the Movement SDK, which |
| worked for standing play but not for seated play. We developed an alternative |
| leg-IK solution using Unity''s rigging package, providing similar functionality |
| for foot placement, stepping, and crouching. |
| |
| |
| #### Relevant Files |
| |
| - |
| [BodyPositions.cs](../Assets/NorthStar/Scripts/Player/BodyPositions.cs) |
| |
| |
| ## |
| Postprocessors |
| |
| |
| **Physics Hands Retargeting** |
| |
| |
| Using physically simulated |
| hands required a RetargetingProcessor to retarget the hands with IK. The CustomRetargetingProcessorCorrectHand |
| is a modified version of the original from Meta, supporting hand rotation and |
| position overrides. |
| |
| |
| #### Relevant Files |
| |
| - [CustomRetargetingProcessorCorrectHand.cs](../Assets/NorthStar/Scripts/Player/CustomRetargetingProcessorCorrectHand.cs) |
| |
| |
| **Hands, |
| Elbow, and Twist Bone Correction** |
| |
| |
| After retargeting the hand and arm bones, |
| the elbow and twist bones may misalign. We introduced a processor to correct |
| their orientation, keeping the elbow locked to one axis relative to the shoulder |
| and distributing wrist rotation along the twist and wrist bones. This processor |
| also aligns the tracked finger bones with the player''s tracked hands. |
| |
| |
| #### |
| Relevant Files |
| |
| - [SyntheticHandRetargetingProcessor.cs](../Assets/NorthStar/Scripts/Player/SyntheticHandRetargetingProcessor.cs) |
| |
| |
| ## |
| Tracking Failure |
| |
| |
| Full-body tracking can fail in several cases, such as |
| failing to initialize, especially during Oculus Link testing. When tracking failure |
| is detected, we switch off the full-body rig and revert to standard floating |
| ghost hands. We also attempt to restart body tracking when the headset wakes |
| from sleep or is put back on. |
| |
| |
| A persistent bug remains where the player''s |
| body is squished into the floor without any SDK-reported tracking failure. The |
| cause is currently unknown. |
| |
| |
| ## Future Improvements |
| |
| |
| The full-body |
| tracking implementation has issues that need improvement, such as slight alignment |
| problems with the avatar''s head and feet floating off the ground in seated mode. |
| |
| ' |
| m_overrideMarkdownRoot: .\Documentation/ |
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