Configuring Rotational Tracking in Unity

Vuforia supports the development of AR/VR apps that rely on 3 DOF rotational tracking of the user's head or of their hand while holding the device. This functionality utilizes the Rotational Device Tracker, which was introduced with Vuforia 5.5.

This article will show you how to configure a Vuforia Unity app in the Unity Editor to use rotational device tracking. You can also enable rotational device tracking programmatically using the MixedRealityController, See: Using the MixedRealityController in Unity

If you are instead developing a Vuforia app using the native Android or iOS SDKs, See: Using the Rotational Device Tracker

Note that Rotational Device Tracking is only supported for VR Mode experiences and is not compatible with AR experiences that utilize target tracking.

Steps:

1. Select Device_Tracking as your World Center Mode in the ARCamera's Vuforia Behaviour component.

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2. Select which pivot correct model to use ( HEAD || HANDHELD || NONE ) in the Vuforia Configuration Inspector (menu: Window>Vuforia Configuration). The correction model applies a rotational offset appropriate to either Head and Hand tracking.

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You can also define your own rotational offset by selecting Custom model transform.

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3. If your app is using a viewer and performing head tracking select Video See-Through as the Eyewear type in the ARCamera's Digital Eyewear Behaviour, then select the Viewer Type that you app is using

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4. If you are not using the "Vuforia" Stereo Camera Configuration for "Video See-Through" or the "Vuforia" See Through Config for "Optical See- Through", then you must configure the appropriate device in Unity's XR setting configuration.

IMPORTANT: Make sure that the "Vuforia" Virtual Reality SDK comes after the appropriate device SDK. The order is important!

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