ValveSoftware / steamvr_unity_plugin

SteamVR Unity Plugin - Documentation at: https://valvesoftware.github.io/steamvr_unity_plugin/
BSD 3-Clause "New" or "Revised" License
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Hands are at an offset #757

Closed yellowyears closed 4 years ago

Extrys commented 4 years ago

Same problem! im using the tracked pose driver (new input system)

nuonical commented 4 years ago

Having the same issue with Tracked Pose Driver on Oculus Quest via Link. I've tried parenting the hands to a Transform so I can add my own local offset, but have been unable to get them to match up perfectly.

Extrys commented 4 years ago

Don't think so because in Oculus you get different offset by loader So im still thinking that it's a bug

Extrys commented 4 years ago

Yes I still thinking it's a bug

Because I tried the same oculus controllers with the 2 different loaders

And they have different offset on oculus loader and other different on OpenVR loader

Extrys commented 4 years ago

Im not using utilities at all im using the tracked pose drivers, and tested it with a cube at 0,0,0 seems clearly that not only the position but the rotation is different when using different loaders with the SAME controllers im not using steamVR Plugin just OpenVR and Oculus loaders just that, and new input system

Extrys commented 4 years ago

Okay well for what it's worth this is what nimSony told me on discord:

Looks like the standard Oculus to SteamVR offset. This is the offset you'll get if you use Oculus Utilities' Touch models with SteamVR Plugin. The position and rotation offset in SteamVR is different to that of Oculus, and the models themselves are offset by the amount that it looks like in your image. Is this happening with pre-existing code / assets? or have you made your own scripts / model positions to access the tracking? Personally I suggest not using the hands, test it with just controller models, they should align. Then if they don't align you know it's the tracking that's not matching up coming from SteamVR for your Oculus Touch controllers. You'll understand the offset more clearly if you use the Oculus Touch models from that SteamVR folder, as well as the Oculus Touch models from Oculus Utilities. They have different pivot points, and that is pretty much the exact offset you're dealing with for your controllers compared to what SteamVR thinks.

ok i re-read it and i see but then whats the pivot difference? since im not using any util i have not the models

an exact offset difference with angle axis and position should be awesome for me

anyways being the same controllers it should have the same offset to unify it

zite commented 4 years ago

Those hands are meant to be used with SteamVR Skeletal Input (see the Interaction System for an example). It is unlikely they'll work well with other plugins.