Calibration and Virtual Camera Control
  • 07 Aug 2025
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Calibration and Virtual Camera Control

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Article summary

Section 17. Calibration and Virtual Camera Control

This section describes how to calibrate ARwall ARFX using the patented XR Sync system and describes how to use the ARwall camera controls once ARFX is up and running.

Section 17.1 XR Sync Calibration

This section describes how to calibrate the ARwall ARFX  Plugin using the patented XR Sync system. This process is the same whether running ARFX through the ARFX Launcher, Unreal Engine 5.3, or 5.4. 

Once the ARwall ARFX scene is up and running, calibrate the scene so that the proportions and parallax look correct to the tracked physical camera. To perform calibration in ARwall ARFX, do the following: 

  1. Press the TAB key on a keyboard or the X button on an Xbox controller; the calibration screen will open. Locate the center of the screen marked by the red crosshairs.


  2. The green triangle/square that appears represents the calibration tracker. The current position is always relative to the last calibration point but should always move in relationship to wherever you move the calibration puck.
    Important
    The green triangle/square should move when moving one of the trackers connected to the system. This is the tracker previously set as the calibration tracker. If this is not the intended tracker for calibration, either swap the tracker's physical positions (on the camera vs next to the screen) or swap the serial numbers. Further information on how to obtain the serial numbers can be found here: Section 3.6 Identify and Label Vive Tracker Serial Numbers via USBDeview
     
  3. Place the calibration puck flat against the screen and centered on the crosshairs with the green light on the tracker facing up (for 2.0 Trackers) and with the green light on the tracker facing down (for 3.0 Trackers). Both 2.0 and 3.0 Trackers will have the cable pointed up for correct calibration. 

Press the Calibration button (that was set previously under Hotkeys; by default, it should be the C key on the keyboard and the B button on the Xbox controller) while the calibration puck is on the crosshairs, then press TAB (or whichever button was previously set under Hotkeys) to exit the calibration screen.


2.0 Trackers

3.0 Trackers

Important
Feel free to press the Calibration button again if it does not look like it calibrated correctly the first time. Make sure the calibration tracker is positioned in place on the red crosshairs until it looks like the ARFX Screen looks correctly positioned and does not jump around a lot between calibration button presses. This ensures that you have the most optimal calibration.
Important
It is good practice to recalibrate anytime a lighthouse is moved or bumped, even if it is very minute. This could cause jitter/jumping of the virtual camera if not recalibrated.

If calibrating for a multiscreen version of the ARFX Pro Plugin, the crosshairs will be green (instead of red), and the box representing the calibration puck will be a red box with a plus sign in the middle. Otherwise, calibration should be the same for multiscreen. 


image-1674162893718


Section 17.2 Calibration Puck Tracker Offset Setup

If, for any reason, the calibration puck cannot be physically placed on the center of the screen during the calibration process, it’s possible to add an offset for calibration so that the calibration puck can be placed somewhere more accessible. The Screen Offset function allows you to change the settings inside Unreal Engine 5.3 or 5.4 to match the physical distance where the center of the physical screen is and where the calibration puck may need to be on set. 

Important
During calibration mode, the bottom of the calibration tracker needs to be pointed at the screen and placed flat vertically on the center of the screen where the red crosshairs show. When using an offset location for the calibration puck, make sure to keep the bottom of the tracker still pointing towards the physical screen. This may require a ¼ inch screw setup that keeps the puck in that same 90-degree rotation.

Set up calibration tracker offset to match in Unreal Engine. 

  1. Match the virtual ARwall Camera Actor offset to match the physical camera hero tracker offset.
  2. Measure the vertical (up/down, Z-axis), depth (forward/backward, X-axis), and side-to-side (left/right, y-axis distance in centimeters from the center of the red crosshairs from the screen while in calibration mode to the bottom/center of the physical Vive calibration tracker.
Important.                                   
It is recommended that you place your offset calibration tracker in a precise, still, and unmoving position.

 

3. To offset correctly, follow the examples displayed in the image below. Left offsets negatively, right offsets positively.

Input the X, Y, and Z-axis values determined from physical measurements into Details > ARwallCameraActor > ARwall > Screen Offset > Location’s X, Y, and Z-axes.

Section 17.3 Virtual Camera Control

This section describes how to use the ARwall camera controls for both the keyboard and Xbox controller once the ARFX Pro Plugin is launched and calibrated. 

  1. Play the ARFX Pro Plugin scene within Unreal Engine 5.3 or 5.4 and calibrate. For further details, refer to Section 5: ARwall Setup and Settings within Unreal Engine 5.3 or 5.4 and Section 6.1: XR Sync Calibration
  2. Move the Hero Tracker (tracker on the physical camera) within the designated play area as dictated by the base stations. The scene should show the correct parallax. 

Here is how to tell if you are seeing the correct parallax after calibration:

Important

Here is how to tell if you are seeing the correct parallax after calibration: 

  • Move the physical camera left, you should see more of the right side of the virtual scene environment.  

  • Move the physical camera right, you should see more of the left side of the virtual scene environment. 

  • Move the physical camera up, you should see more of the bottom of the virtual scene environment. 

  • Move the physical camera down, you should see more of the top of the virtual scene environment. 

  • Move the physical camera closer to the screen, you should see more of the virtual scene environment. 

  • Move further from the screen, you should see less of the environment. 


If this is not what you’re seeing, try calibrating again and making sure that the base stations can clearly see each other and the trackers. For further details, refer to Section 3.4, Base Station Placement.

The default virtual camera controls are described in Table 4 below.

Table 4: Virtual Camera Controls

Action 

Keyboard

Xbox Controller

To move the virtual camera

Use the WASD navigation controls:

  • W = Forward
  • S = Backwards
  • A = Left
  • D = Right

Left Stick is the Forward, Backwards, Left, and Right control.

To move the virtual camera up or down

Use the following controls:

  • Q = Down
  • E = Up

The Left Trigger is to move vertically down

The right Trigger is to move vertically up

To rotate/pan the virtual camera left or right

 

(Refer to Section 6.4: Input Scale if using these hotkeys does not rotate/pan)

Use the following controls:

  • Use the left arrow (←) to pan the camera left.
  • Use the right arrow (→) to pan the camera right.

Right Stick pans the camera
 
LB (Left shoulder button) rotates 90 degrees left

 

RB (Right shoulder button) rotates 90 degrees right

 

To toggle the calibration menu

Use the Tab key:

  • Press Tab to toggle on/off 

X button to toggle on/off 

To calibrate the screen (while holding up the calibration puck to the center of the screen crosshairs, so the parallax and camera tracking look correct)

 

Use the C key:

  • Press while calibration puck is held in the center of the screen

B button while calibration puck is held in the center of the screen

To toggle focus method

Use the F key:

  • Press F to toggle on/off the focus method

 

A button or press down the Right Stick button to toggle on/off the focus method

To toggle focal distance input (also adds focal plane)

Use the P key:

  • Press P to toggle on/off the Draw Focus Plane, should look like a transparent purple wall on screen indicating your focus plane
  • Use the up arrow () and the down arrow () to change the focal distance

Y button or while in normal mode: hold D-PAD Down arrow to toggle between focus enabled mode and normal mode.

 

While in focus-enabled mode:

  • Press D-PAD Right arrow to increase Focal Distance (+)
  • Press D-PAD Left arrow to decrease Focal Distance (-)

To toggle camera debug info

Use the Z key:

  • Press Z to toggle on the camera debugging, positional data, rotation data, and FPS
  • Press the Z key again to remove positional and rotational data, but keeping FPS
  • Press the Z key again to toggle off camera debugging

 

Press the View button (looks like 2 rectangles) to toggle on/off camera debug info

 image-1674163224002

                 

To add a bookmark

Use the backspace key:

  • Press backspace to create a new bookmark where the virtual camera is currently placed

While in normal mode:

  • Press D-PAD Left arrow to create a new bookmark where the virtual camera currently is placed

 

To change the bookmark or preset camera angle

Use the minus (-) or equal (=) keys:

  • Press the + key to fly to the next bookmark
  • Press the key to fly to the previous bookmark

While in normal mode: 

  • Press D-PAD Right arrow to fly to the next bookmark

To toggle the snap mode of the virtual camera 

 

(This forces the virtual camera to snap toward a direction in the virtual environment.)

Use the T key:

  • Press T to toggle between snap mode and normal mode.


 While in snap mode:

  • Press theUp arrow () once to snap vertically up 
  • Hold the Up arrow () to snap forward
  • Press the Right arrow () to snap horizontally right
  • Press the Down arrow () to snap vertically down
  • Hold the Down arrow () to snap backward
  • Press the Left arrow () to snap horizontally left

Press down Left Stick button to toggle between snap mode and normal mode.
 
 While in snap mode:

  • Tap the D-PADUp arrow () once to snap vertically up 
  • Hold the D-PAD Up arrow () to snap forward
  • Press the D-PAD Right arrow () to snap horizontally right
  • Tap the D-PAD Down arrow () to snap vertically down
  • Hold the D-PAD Down arrow () to snap backward
  • Press the D-PAD Left arrow () to snap horizontally left 

To toggle the rotation method

Press the V key to toggle between:

  • Rotating at camera locked to the Y axis (left and right only) 
  • Rotating at screen (free pitch up and down)

 

To Rotate:

  • Use the left arrow (←) to rotate the camera left.
  • Use the right arrow (→) to rotate the camera right.

 

While in normal mode: press the D-PAD Up arrow to toggle between: 

  • Rotating at camera locked to the Y axis (left and right only)
  • Rotating at screen (free pitch up and down)

 

To Rotate:

  • Use the Right Stick to rotate the camera

To reset the pitch & roll (move method) of the virtual camera

Press the R key to:

  • Reset the side-to-side or Y-axis and the front-to-back of the X-axis

While in normal mode, hold the D-PAD Up arrow to: 

  • Reset the side-to-side or Y-axis and the front-to-back of the X-axis

 

To toggle move method

N/A

While in normal mode: Tap the D-PAD Down arrow to toggle on/off, moving only in the XY plane (cannot go up/down)

 

To bring up the menu system
 
 (Refer to Section 6: Menu System for further details)

Press the ESC key or Backslash (\) to:

  • Open the menu system, where you can control ARFX settings, Post Process, Hotkeys/controls, audio, etc. 

Press the Menu button (looks like a hamburger menu) to 

Open the menu system, where you can control ARFX settings, Post Process, Hotkeys/controls, audio, etc.

 image-1674163267243

 

To enter Fullscreen in Play mode (if the ARFX screen popups as a window, use this to set it to full screen)

Select the ARFX Screen and press the F11 key:

  • This will toggle on/off fullscreen mode

N/A

Refer to the keyboard hotkeys online here.

Section 17.4 Input Scale

This section describes how to adjust the movement speed of the ARwall camera controls for both the keyboard and Xbox controller once the ARFX Pro Plugin is launched and calibrated. 

  1. If the arrow keys described in Table 4 above, which are used to rotate/pan the camera left or right, are not working, verify whether the four Input Scale options (Input Yaw Scale, Input Pitch Scale, Input Roll Scale, and Input Scale) inside the ARwall Camera match or have a value higher than 0 as displayed in  Figure 5: ARwall Inputs below.

2. If moving the virtual camera is too slow or fast while using WASD or the XBOX Controller left stick, adjusting the Input Scale higher or lower will adjust this speed. 

3. For instance, if a map is very large in scale, a higher Input Scale value (around 10-50) will help traverse the map more quickly. Conversely, if the Input Scale value is too high on a smaller map, lowering the value to 5-10 might be preferable.         

Section 17.5 Distance to Hide Object Near Camera.  

This section describes how to adjust the ARwall camera's near-clipping distance once the ARFX Pro Plugin is launched and calibrated to remove unnecessary planes that block the virtual camera view. This distance is great for tight shots when a virtual plane or object is blocking the virtual camera view.

  1. If composing a shot and the virtual camera is blocked or clipping through a surface or object, use Near Clipping Distance to “clip away” the virtual surface/object to unblock the virtual camera view. While in play mode, this can be adjusted in one of two ways:
  2. In Unreal Engine:
  3. Navigate to ARwall Camera Actor > Details > ARwall >Distance to Hide Objects Near Camera.
  4. Adjust the value to see the blocking virtual plane disappear/reappear.


5. In ARwall Options Menu:

  1. Press Backslash on the keyboard to toggle on the ARFX Options Menu and navigate to Setup > ARFX Camera Setup > Distance to Hide Objects Near Camera
  2. Adjust the value to see the blocking virtual plane disappear/reappear.

Important
A higherDistance to Hide Objects Near Camera value will disappear anything near that distance to the virtual camera. Readjust to a lower value if too many objects/surfaces disappear.



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