Antilatency

Prerequisites

Humanoid Control

Antilatency is support in Humanoid Control Pro version 3.2 and higher.

Hardware

Currently only a HMD Radio Socket + bracers are supported in combination with an Oculus Rift headset.

Operating System

Currently only Microsoft Windows is supported

Antilatency SDK

Antilatency supports requires the Antilatency SDK v2.0.0 or higher to be included in the project.

Setup

Make sure Antilatency Support is enabled in the preferences. Go to Edit Menu->Preferences->Humanoid and make sure Antilatency Support is enabled.

Disabling Antilatency support ensures that no code related to Antilatency is included in the build.

Targets

To enable tracking for an avatar with Antilatency, Antilatency needs to be enabled in the Humanoid Control component:

The Tracker is a reference to the Antilatency Tracker in the Real World GameObject representing the Antilatency tracking origin.

The Tracker can be used to change the origin of the tracking space relative to the player in the scene.

Head Target

Antilatency can be used to track a headset. You can rely solely on the Antilatency tracking or you can combine the Antilatency tracking with the native headset tracking.

Pure Antilatency Head Tracking

In this setup make sure you have Antilatency enabled and the native HMD disabled on the Head Target:

In this setup, the native tracking of the headset (Oculus in this example) is ignored and the headset will be tracked fully by the input of the Antilatency tracking system.

Fused Native and Antilatency Tracking

If you enable both Antilatency and the native HMD tracking Humanoid Control will use the Anatilatency tracking in combination with the native headset tracking.

The native headset tracking will be used primarily, but Antilatency is used to set the player at the right position and orientation relative to the Antilatency floor. This ensures that the relative positions of the avatars will match the relative positions and orientations of the users in real life.

Besides that, other objects or body parts tracked by Antilatency will appear in the correct positions.

Furthermore, the Antilatency tracking is used to correct possible inaccuracies in the positional tracking. This is most notable when using the Oculus Quest or Oculus Rift S tracking over larger distances (> 3m) where the accuracy decreases.

Lastly, Antilatency can be used to add positional tracking to headsets which provide only rotational tracking data, like the Samsung Gear VR or Oculus GO.

Antilatency Sensor

The Antilatency Sensor gives information about the tracking at runtime and has a Alt Tracking Sensor Component which can be used to change the Socket Tag of the Antilatency Tag.

The default value of the Socket Tag for the Head Sensor is HMD. Make sure this matches the Tag set using the AntilatencyService for the HMD Radio Socket Tag.

Hand Target

The Antilatency Bracers can be used to track the hand for the avatar. The bracers have a built-in touch sensor which can be used to closed the hand of the avatar.

The Bracer Touch is mapped to Trigger 1 of the Controller Input. When Finger Movements have been enabled in the Controller Input, this will close the hand of the avatar when the Bracer touch sensor is touched.

Antilatency Sensor

The Antilatency Sensor gives information about the tracking at runtime and has a Alt Tracking Sensor Component which can be used to change the Socket Tag of the Antilatency Tag.

The default value of the Socket Tag for the Hand Sensors is LeftHand and RightHand. Make sure this matches the Tag set using the AntilatencyService for the Bracers.