Resolving Camera Movement Issues on Meta Quest 3 Compared to Unity

Hi everyone,

I am currently working on a script called CesiumSamplesFlyToLocationHandler.cs that you provided. I am trying to export a scene containing this script to the Meta Quest 3 headset and replace the numpad key 1 with the A button on the right controller.

When I am in play mode in Unity, pressing the A button moves the camera correctly to the chosen destination. However, when I build and run the application from the Meta Quest 3 headset, I have to press the A button multiple times for the camera to reach the destination. With each press of the A button, the camera moves slightly towards the chosen destination, but not all at once as it does in the Unity editor.

I would like to understand why the camera behavior differs between Unity and the Meta Quest 3 headset. Thank you for your help.

Hi @tx_rx,

It sounds like there might be some desynchronization between the CesiumGlobeAnchor and the Quest 3 environment. If you have origin shifting behavior within the headset, separate from CesiumOriginShift, then this can cause the flight to be interrupted incorrectly.

You can prevent the flight from being interrupted by setting the canInterruptByMoving parameter to false. However, I’m not sure if the de-sync will still cause issues. If it does, please follow-up with more information about your script changes, as well as the game object representing the headset in the scene. Thank you!