I am trying out the interaction examples with Unity 2018.3.0f2, Steam VR beta 1.2.6, and SteamVR Unity Plugin v2.2b4.
I am having issues with feeling the haptics with the Touch controllers when using the Rift. I don't feel anything except the interface hints (when the buttons flash). When I switch over the the Vive the haptics feel good.
I dug into the setup and the code and the events and so on are working and I turned on the debug statement in the SteamVR_Action_Vibration.cs class in the Execute method. I found that the interface hits had very different values than the ones coming from TriggerHapticPulse in Hand.cs. I ended up just modifying a line in there to get values in a range i could feel:
Obviously this isn't a proper solution but wondering if this should be working or maybe there is something wrong elsewhere where these values go to the touch controller. I have not messed with my bindings at all and I am just using the defaults the unity plugin makes.
I am trying out the interaction examples with Unity 2018.3.0f2, Steam VR beta 1.2.6, and SteamVR Unity Plugin v2.2b4.
I am having issues with feeling the haptics with the Touch controllers when using the Rift. I don't feel anything except the interface hints (when the buttons flash). When I switch over the the Vive the haptics feel good.
I dug into the setup and the code and the events and so on are working and I turned on the debug statement in the SteamVR_Action_Vibration.cs class in the Execute method. I found that the interface hits had very different values than the ones coming from TriggerHapticPulse in Hand.cs. I ended up just modifying a line in there to get values in a range i could feel:
Obviously this isn't a proper solution but wondering if this should be working or maybe there is something wrong elsewhere where these values go to the touch controller. I have not messed with my bindings at all and I am just using the defaults the unity plugin makes.