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Hi FHolger
can you please enable the wiki of this project to document all tested games?
for example:
Game|Engine|dll location|extra notes|tested down to
---|---|---|---|---
Project Wingman|…
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Any input that is not registered on dashboard are not firing in UE4. This prevents the ability to use Any Key input action. I guess this is done for OpenXR specifications you mentioned in other issues…
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We are trying to implement a custom library (not dll), and integrate it with the SteamVR project solution. But found out by updating it, that we cannot use that implementation anymore even tho the lib…
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Hello,
Overlays allow high quality UI rendering in VR, but the current openvr implementation does not support depth for overlays. Oculus supports this in their UE4 implementation (https://docs.unr…
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Hello
It is currently producing multi-content using 4.22.3 engine code.
Also, VR index controller is in use.
I want to show you moving your fingers by passing on each index finger value to the othe…
Gapus updated
3 years ago
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Hi all,
I use the SteamVR Plugin and Unity 2018.4.1f1. This plugin provides 3D models of all the controllers I use (Oculus Rift, HTC Vive, WMR), and all of them are successfully animated (finger move…
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SteamVR Unity Plugin 2.6.1
SteamVR 1.13.10
OpenVR XR Plugin 1.0.1
Unity 2019.3.4f1
We allow users to switch to VR mode if they have launched in desktop mode and use SteamVR.Initialize(true) afte…
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The USteamVRFunctionLibrary::GetTrackedDevicePositionAndOrientation function requires the SteamVR device ID as an input, but the only way to get the ID I can find is from USteamVRFunctionLibrary::GetV…
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The OpenVR Unity XR package from SteamVR was not installing correctly.
I worked around this issue but removing its reference from the package.manifest file and installing it manually from https://g…
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Unity’s light weight render pipeline does not include the standard shader so render models don’t show up properly. See: https://www.reddit.com/r/SteamVR/comments/a0o5jp/vive_controllers_material_not_s…