LBE calibration is easier than you think

the simplest approach to setting up player positioning for an LBE project based on the Meta Quest 3 headset and the Unreal Engine 5 game engine

Authors

  • Alexey Afanasiev MSUT «STANKIN»
  • Sergey Tyasto MSTU STANKIN

Keywords:

location-based entertainment, virtual reality, game development, head-mounted display, spatial calibration

Abstract

This paper presents a practical approach to spatial calibration for location-based entertainment (LBE) project in virtual reality (VR) based on the autonomous Meta Quest 3 headset and the Unreal Engine 5 framework. The proposed two-point setup method aligns player location in virtual level with the coordinate system of physical LBE-arena. Simplest geometric operations and built-in methods are used. A dedicated calibration level is introduced as interim stage, where an operator records anchor point positions and desired camera rotation offset. Calibration parameters are stored locally on each headset and automatically transitioned between maps. The paper discusses LBE-specific constraints on safety and shows that the considered pipeline can be integrated into different game projects with minimal overload.

Published

2026-04-30

How to Cite

Afanasiev, A., & Tyasto, S. (2026). LBE calibration is easier than you think: the simplest approach to setting up player positioning for an LBE project based on the Meta Quest 3 headset and the Unreal Engine 5 game engine. Game Innovation and Creative Industries, 1(1), 40–45. Retrieved from https://ojs.gamedev.science/index.php/GIKI/article/view/11