Closed charlicopter closed 3 years ago
Give preview.11 a try and let me know if that fixes it.
Give preview.11 a try and let me know if that fixes it.
Unfortunately, the problem persists.
Edit: Further error information I missed...Stopping the player while the tracker is still connected throws a more detailed trace:
[XRInputSubsystem] A device disconnection with the id 3 has been reported but no device with that id was connected. UnityEngine.XR.Management.XRLoaderHelper:StopSubsystem() Unity.XR.OpenVR.OpenVRLoader:Stop() (at Library/PackageCache/com.valvesoftware.unity.openvr@1.0.0-preview.10/Runtime/OpenVRLoader.cs:330) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Looks like you're still on preview 10 from that log. It's possible the update didn't take. Try closing unity, reopening, then going to the package manager, OpenVR XR Plugin, and click update. Then close unity and reopen again, then test. If that still doesn't work try closing unity, deleting the folder Library/PackageCache/com.valvesoftware.unity.openvr@1.0.0-preview.10 then reopen.
Some progress: It was difficult to get Unity to take to "...preview.11", however I finally managed to get it up by removing the package from Unity entirely, restarting, reinstalling the package, restarting. Verified ...preview.11 in package manager and by browsing PackageCache + changelog. So there's probably a hang somewhere in there that doesn't like updating through the scoped registry, or something.
Anyway...Still same errors, but updated to "...preview.11":
[XRInputSubsystem] A device disconnection with the id 3 has been reported but no device with that id was connected. UnityEngine.XR.Management.XRLoaderHelper:StopSubsystem() Unity.XR.OpenVR.OpenVRLoader:Stop() (at Library/PackageCache/com.valvesoftware.unity.openvr@1.0.0-preview.11/Runtime/OpenVRLoader.cs:330) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
That's strange. Can you reproduce the error and then give me a full editor log from %LocalAppData%/Unity/Editor/Editor.log you can paste it here: https://gist.github.com/
Thanks for the log! Found another mismatched ids case. I think we've fixed this in preview-12 now.
Hey zite, Thanks for keeping on it. Unfortunately...preview-12 is still throwing the same errors :( Here's the latest log: https://gist.github.com/charlicopter/390558ed363b53065fd3addfa45f9880
@charlicopter what role is that tracker set to in SteamVR under Settings -> Controllers -> Manage Vive Trackers?
@zite Currently I have it set to "Held In Hand" I typically use 4 trackers configured this way, but I've been doing all this troubleshooting with just one tracker.
Still having trouble reproducing this. Have you done any additional configuration to the trackers? Swapped firmware or anything? Are you using a separate usb dongle to connect them?
@zite No additional config. Firmware is up to date. Using stock dongles, one for each tracker (4 total) There was another guy on the SteamVR Unity Plugin forum who reported the same issue here: https://github.com/ValveSoftware/steamvr_unity_plugin/issues/761
@zite :: I know it's been a while, but I figured I'd just check to verify that you are using the Vive tracker 1.0 and NOT the Vive tracker 2.0 to test on your end?
Just as a heads up: We've had an issue with at least one of our players that had Natural Locomotion (NaLo) installed. In the bindings, SteamVR logs and even SteamVR system report, everything looked perfect (controllers were properly assigned to roles, used the correct bindings and so forth). The trackers even did track properly via SteamVR_TrackedObject - but they were not recognized via SteamVR_Behaviour_Pose.
This was still with Unity 2019.4 and the SteamVR Unity Plugin (i.e. no Unity XR Plugin involved), so it's probably a different issue. But as this issue here also seems to be hard to reproduce, I thought I should mention it. With another player, I'm still investigating. The only thing potentially causing issues for that other player might be Revive (but we haven't confirmed that, yet).
I guess the best way to check is via the SteamVR System Report, section Configuration, look under Drivers.
In the logfile, that user had
driver 00natural implements interfaces IVRSettings_002 ITrackedDeviceServerDriver_005 IVRDisplayComponent_002 IVRDriverDirectModeComponent_004 IVRControllerComponent_001 IVRCameraComponent_002 IServerTrackedDeviceProvider_004 IVRWatchdogProvider_001 IVRVirtualDisplay_001 IVRDriverManager_001 IVRResources_001 Loaded server driver 00natural (IServerTrackedDeviceProvider_004) from D:\Program Files (x86)\SteamLibrary\steamapps\common\Natural Locomotion\driver\00natural\bin\win64\driver_00natural.dll
@zite I know this isn't a priority bug, but in the interest of keeping it alive for people who are developing for trackers in Unity moving forward:
I just got a bunch of V2.0 trackers and they work fine. There is definitely something wrong with the V1.0 tracker / Unity XR Plugin interaction.
Did a quick test and v1 trackers are broken for me too. v2 work.
Found the issue and fixed it, sorry about it taking forever. It was indeed a tracker 1.0 issue, they don't return names for some reason so we were erroring out.
This should be fixed in the latest release. Thanks again for reporting. https://github.com/ValveSoftware/unity-xr-plugin/releases/tag/v1.1.1b
Closing per the last comment.
Turning a Vive tracker (1.0) on or off during runtime (editor or build) throws the exception: [XRInputSubsystem] A device disconnection with the id 3 has been reported but no device with that id was connected. If the tracker is powered on and detected by SteamVR during launch of the application (editor or build), there is no error, but the tracker is not registered by Unity, and stopping the application throws the same error.