I currently develop a VR environment for an existing (physically) large motion simulator platform. The user can sit on this motion platform and gets accelerated and tilted to induce the feeling of motion in a research car simulator environment. The Oculus Rift positional tracker is already mounted on the moving platform in front of the user, just as you would do on your PC.
The 3D engine I currently use is Unity 5.3. The rotation angles and linear accelerations of the platform are already fed into Unity. The results are however not what I aimed for. While the rotational compensation works well as long as we tilt the platform, once the angular velocity goes to zero, the tracker gets reset without being called by me or firing an event that it has done so. The linear acceleration compensation always jitters around the true resting point.
I already tried using the native Unity VR implementation and also the Oculus plugin. However, the sensor fusion is not available at this level. The Oculus forums have many topics about this problem, but I could not find any solutions.
Are there alternatives that one might try in order to use the Oculus on a moving platform?
What I would like to do ideally is to subtract the induced motion from the Oculus sensor data before getting processed further. I already considered patching e.g. LibOVR, but I could not find any helpful Sensor fusion related functions there, either.