![]() ![]() So if checking for a connected tracker you need to differentiate between the generic_tracker and vr_tracker_vive_X_X. ![]() SteamVR now seems to generate a connected generic tracker if a vive tracker is listed in SteamVR. Maybe another thing to note ( but not fully tested yet!): Than it works fine.įor me this seems to be related to an SteamVR update because some weeks ago (as mentioned in the first post) this was not an issue! ![]() I have to press the glasses agains my face to get it to work. In my case the issue was that even with the headset on that sensor does NOT trigger it. The HTC Vive Controllers are only tracked and shown and can be used if the headset sensors triggers that the headset is on the head. Right now I don't want to reinstall/reset my PC/Windows. If you got any other idea I can check out I would be happy to try. I want to find out if it's hardware related even though the controller work with SteamVR asset or VRTK and in SteamVR Home. Something I will check out the next days (or weeks) is to connect the HTC Vive (I'm working with) on another PC where the project/build is working and I will take another HTC Vive back to HomeOffice to check it on my PC. Oculus Quest (1) did work as well with the DeviceBased scene but the controller were slightly rotated upwards. I tried your DeviceBased scene and the behavior was the same (headset was tracked but controller were not). The project I attached was a new project to test because the VR setup in the main project I was working with did not recognize the controller. Something I noticed is that changing that setting (,saving) and restarting the project sets that setting back to default. I tried the setting SteamVR in Play Mode OpenXR Runtime but no changes. I could not press the Steam Menu button to get the SteamVR overlay.Īnother thing I could find out is that the Oculus Quest (1) is working as expected with that setup. I also tried to press buttons on the controller and messed around. Hi with the headset on, I cannot see the controllers when I play the Unity Project.īut I can see the controller in the SteamVR Home world (so right before Unity Editor is "played") I am curious if this way of grabbing tracking data for the controllers works vs the Action-based input. You might also try deleting/re-adding the Interaction Profile and see if that changes anything (unless you've tried setting up a new project from scratch with the same results).Īs another means of diagnostics, I have also attached the project with an added scene using what we refer to as the Device-based input (Unity Input vs Input System package). It is usually set to System Default, but you might manually change that and see if it does anything different for you. Once I put the headset on (or thumb over the sensor) the controllers appear.Īnother thing you can check or override is the Play Mode OpenXR Runtime (Under Project Settings > XR Plug-in Management > Open XR). First, if the headset user presence sensor isn't triggered, the controllers don't show up in the Unity Editor (even though they show up in other things like the compositor and other content). Hi did a bit more testing/digging and I noticed a couple of things. I attached the project (withouth the Library folder). Other projectes (build directly with SteamVR or older ones with VRTK) work fine. The controllers work in SteamVR itself, means in the loading screen or the "Steam Room" they are tracked and can be used. This seems to be fixed now.īut on other PCs the build works with the same SteamVR version (and no Vive Console installed). The build and the project worked some weeks ago.įirst I thought of an update of SteamVR because some time ago the XR Interaktion Toolkit builds didn't work if Vive Console for SteamVR was installed. I followed the instructions also tested an older project, which was created with the XR Interaction Toolkit (older version) and a build from that older project but the controllers aren't tracked as well. ![]() But the headset is.Īttached is an image of the XR Interaction Debugger which only shows the headset The controllers of my HTC Vive are not recognized in the XR Interaction Debugger. ![]()
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