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We're getting a strange issue with the Vive controllers, which seems to come and go. We've tried a lot of different fixes, but nothing seems to work beyond restarting SteamVR a few times and then rela…
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XR method device.TryGetFeatureValue(inputFeatureUsage, out position) returns wrong left and right eye position Y and Z coordinates when using XR OpenVR plugin. Tested with versions 2.7.1 and 2.7.2
No…
Shii2 updated
2 years ago
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POPULATION: ONE and Onward continue to launch in desktop mode. Could be other titles as well. Only BoneLab so far seems to launch, run and display the game in the HMD just fine on the most recent patc…
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SteamVR_Render **_Tracking Universe Seated_** Rotates camera view 90 degrees on Oculus hardware in the Interaction System Player Prefab. All of the sudden I am looking Left instead of Forward...
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Unity has a new package management system (UPM). It works pretty nice and has a decent number of advantages.
- Library code is kept out of the Assets/ folder
- If you open the Package Manager UI U…
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This is a low priority work item. Just an idea I wanted to log and open up for brainstorming. Some of this is a bit hand wave-y.
In another issue I had discussed trying to improve the latency of the …
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When using the Oculus driver this works as expected
if(ViveInput.GetPressDown(viveRole, shootButton)) {
Debug.Log("Bang");
} else if(ViveInput.GetPressUp(viveRole, shoot…
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I downloaded the SteamVR plugin today and it seems that the Motion controllers are mirrored then what happens in real life.
(Ex: Motion controllers are right in the room and they are left in the u…
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This could just be user error on my part.
For my project I'm attempting to target Steam VR for desktop, and Oculus for Android (Quest 1/2) but it seems that input fails to register when targeting O…
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https://steamcommunity.com/app/250820/discussions/0/3113655160553656493/
https://forum.unity.com/threads/steamvr-random-camera-rotation-glitch-occasionally.1111609/
Okay, I think I'm in the right …