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Introduction
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Tracking modes
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Marker-based tracking features
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Tools and applications
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Headset setup
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Marker-Based Location Sharing setup
- Setting up Marker-Based Location Sharing
- Creating ArUco markers for Marker-Based Location Sharing
- Aligning the height of a virtual scene using an ArUco marker
- Moving a user to a specific point in a virtual scene
- Running Marker-Based Location Sharing with VIVE Business Streaming
- Marker-Based Location Sharing APIs (AIO)
- Marker-Based Location Sharing APIs (PC VR)
- Marker-Based Location Sharing JSON files
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LBE Mode/LBE Hybrid Mode setup
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LBE map configuration
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Marker-Based Drift Prevention and Marker-Based Relocation setup
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Marker-Based Scene Alignment setup
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Simulator VR Mode setup
- Setting up Simulator VR Mode
- Pairing VR controllers with a headset
- Pairing wrist trackers with a headset
- Installing an anchor controller or tracker in a VR simulator
- Coordinate alignment
- Anchor controller and tracker origin points
- Aligning VR and anchor coordinate systems using a VR controller
- Aligning VR and anchor coordinate systems using an ArUco marker
- Simulator VR Mode FAQs
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Other services
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Additional features
- Contact Us
Marker-Based Location Sharing JSON files
Text strings that define marker settings can be inserted into a JSON file stored on the headset or directly into an application's code. The marker settings are then sent to the headset's tracking engine through one of the associated location sharing APIs, enabling the headset to identify the ArUco markers in the play area. See Marker-Based Location Sharing APIs (AIO).
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marker_list.json
The strings included in this file can be implemented independently of code. The JSON file is uploaded to the internal or external headset storage, and the marker settings are applied when the application loads the strings in the JSON file.
With this method, an application's code doesn't need to be modified for the marker settings to be applied.
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marker_list_escape.json
The strings included in this file can be embedded directly into code. The strings are copied and pasted into an application's code, and the marker settings are applied when the headset loads the application.
With this method, the headset doesn't need to access a JSON file from internal or external storage to apply marker settings. The marker settings are applied when the headset loads the application.