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I've done some pretty exhaustive testing on this issue, as I've had it off and on for almost a month. It boils down to this: occasionally, the hand controllers don't work in the app, but work just fin…
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Personally I just want to look around in VR, not really concerned with playing in VR. So my goals are a little different then most. In its current state, what methods would work if all I need really…
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This is a general note for everyone struggling with the bug where a build will not result in a working product, because the hand controllers won't show up. This has been an ongoing struggle for some o…
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I seem to be having an issue as referenced in #197 .
My current setup:
- Unity 2018.1f1
- SteamVR 1.2.10 (1548804153) but see my update below
- HTC Vive Pro
I deleted the default action se…
Rhybo updated
3 years ago
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OpenVR.Input.SetActionManifestPath(fullPath) fails if a Unity build is started from a network drive with a UNC path name like: //computername/path/...
It works alright with a fullpath like C:/path/…
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Recently I've been working on a custom pair of hands rigged exactly like the original SteamVR. Based on that rig for the number of bones. Everything works like a charm until I try the new poser system…
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Hi everyone,
In my house design project, you can at the end activate a VR mode (and take HTC Vive Headset and one controller) to visit the house you designed.
It works, np.
Then, you can leave t…
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Have different behavior on 2 machines. On one machine - create a new project with VR template. Vive controller does not track and lies on the floor. On another it works. Am using Steam VR 1.9.16 .
…
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Running OpenVR-XR-Plugin-Installer.unitypackage in 2020.3.0f1 throws error:
Error adding new version of OpenVR package.:
Unable to add package [com.valvesoftware.openvr]:
Package [com.valvesof…
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So if I strip away whatever is provided by the plugin, I immediately get a host of errors. I've tried to get left and right hand actions by just activating the corresponding left and right hand action…