Open lulu-sk opened 4 years ago
The main purpose is to solve the problem of helmet shake
For Controllers you can subscribe to the poseAction[hand].onTrackingChanged event of the pose action. Or you can just poll the poseAction[hand].trackingState. For the hmd it's a little more tricky. Are you using Unity 2020.1 (Unity XR) or earlier?
For Controllers you can subscribe to the poseAction[hand].onTrackingChanged event of the pose action. Or you can just poll the poseAction[hand].trackingState. For the hmd it's a little more tricky. Are you using Unity 2020.1 (Unity XR) or earlier?
Thank you for your reply After yesterday's efforts, I got the state of the helmet (running, calibration, out of range) through SteamVR.cs, and also got the state of other controllers through onTrackingChanged I can seemingly solve the displacement problem caused by controller loss by detecting whether this state of being "in motion" allows the controller to move within the game space But I still have a problem. My reality: The handle is next to my helmet Virtual world in Unity Engine: Camera quivers Cause analysis: It may be because the handle is blocking the helmet's positioning system, causing jitter This issue has seriously affected my virtual experience, and I would like to check whether the "running" state allows movement within the game space However, when the signal is bad and the connection is not disconnected, the helmet is in a normal state, which makes it impossible for me to solve the wobble problem of the helmet through the "three states"
The controller sometimes fails to track and affects the game experience. How do I get the tracking loss status of (helmet\controller\tracker)