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MUSE Position Tracking Instability #1

Description

@AlohaYos

Symptom: The wand entity occasionally jumps to incorrect positions (typically 6-11cm offset) while maintaining correct orientation. The position then spontaneously corrects itself after continued movement.

Root Cause: This is a visionOS/MUSE hardware tracking limitation, not an application-level issue. Our investigation revealed:

  1. Hardware/OS Level Issue: Debug logging shows the AnchorEntity position itself jumps, proving the instability originates from visionOS's accessory tracking system, not our RealityKit implementation.

  2. Verified Tracking Modes: Both .predicted (low latency, prediction-based) and .continuous (higher latency, measurement-only) tracking modes exhibit the same instability. .continuous only adds latency without improving stability.

  3. Verified Anchor Locations: Testing both "aim" (stylus tip) and "origin" (grip position ~5cm from tip) anchor locations shows identical instability patterns.

  4. Proper Implementation Verified: The RealityKit entity hierarchy (AnchorEntity → wandModel → debug cubes) correctly maintains relative positions with 0.000m offset, confirming our implementation follows Apple's best practices.

Why Software Mitigation Isn't Feasible:

  • Smoothing filters would introduce lag and misalignment during actual movement
  • Jump threshold filters would cause the wand to "stick" at incorrect positions
  • The tracking jumps are unpredictable in timing and magnitude (6-11cm)
  • Any software correction risks degrading the user experience more than the original issue

Possible Hardware/OS Causes:

  • IMU (Inertial Measurement Unit) sensor precision limits in MUSE hardware
  • Visual-inertial fusion algorithm accuracy in visionOS spatial tracking
  • Prediction model errors during rapid motion in .predicted mode
  • Environmental factors affecting optical tracking (lighting, reflections)

Status: This issue has been reported to Apple via Feedback Assistant (FB22487954) and requires a fix at the visionOS or MUSE firmware level.

Workaround: Game design can minimize impact through larger hit boxes, visual effects (glowing trails), and strong haptic feedback to compensate for occasional visual misalignment.

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