Headset Calibration — Automatic VR Alignment for Unity
AR 51 Headset Calibration lines up your VR headset's virtual world with the AR 51 capture space automatically: the avatar stands exactly where the wearer stands, and virtual objects sit where they belong in the real room. It ships as a Unity package for the AR 51 Unity SDK.
Why it's needed
Every headset starts with its own idea of where "zero" is. Without alignment, avatars and virtual objects are shifted or rotated relative to the real people in the room.
How it feels
There is no calibration step: no button, no controller, no special pose. The wearer puts the headset on and walks a few steps. It keeps itself aligned for the whole session and sorts itself out after a headset recenter or a short loss of tracking.
Typical timing: lined up within about 3 seconds of being recognised; fully precise after walking a few steps (about 10–15 seconds).
Supported
- Meta Quest 3, tethered (Quest Link) or standalone.
- Unity 2022.3 or newer.
- One wearer per headset — other people can be in the room.
- Available from Unity SDK 3.0.3.2R (package version 3.0.302).
What you get
- The
Headset Calibratorprefab — drop it in your scene and it works. - Hints for the wearer ("walk a few steps"), shown by an optional in-headset panel or by your own UI.
- A ready demo scene (Package Manager sample) and ready-to-run demo apps on the download page.
Where to next
| Page | For |
|---|---|
| Install | Adding the package to your project, or trying the demo app |
| Build it yourself | A working scene from an empty project, step by step |
| Developer guide | Reading status, showing hints, your own UI |
| Tips for the wearer | Getting a clean alignment with the headset on |
| Settings reference | Every inspector setting and its default |
| API reference | HeadsetCalibrator, CalibrationHintPanel, states and hints |
| Troubleshooting | Fixes for common problems |