Closed wirelessdreamer closed 5 years ago
Not only is it confusing, but VIU Settings keeps turning VIVE support back on when it gets disabled, making Oculus Store builds is a pain, as you constantly have to re-enter the settings menu and keep turning it off. it feels like every other time I press play I'm back in turning it off again.
@wirelessdreamer Do you mean when you unchecked VIU Settings "VIVE", it will automatically turn on by itself?
Yes
On Mon, May 13, 2019, 6:18 AM ChengNan Yang notifications@github.com wrote:
@wirelessdreamer https://github.com/wirelessdreamer Do you mean when you unchecked VIU Settings "VIVE", it will automatically turn on by itself?
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/120#issuecomment-491764103, or mute the thread https://github.com/notifications/unsubscribe-auth/AABCHPJXDINIWYTAVEF22STPVE6AHANCNFSM4HLZZYNA .
Could you try the following code, public static void ApplyChanges() { if (!s_isDirty) { return; } s_isDirty = false;
s_projectSettingAsset.Update();
string updatedSDKName = "";
if (s_devicesProp != null)
{
if (s_devicesProp.arraySize != s_enabledSDKNames.Count)
{
s_devicesProp.arraySize = s_enabledSDKNames.Count;
}
for (int i = s_enabledSDKNames.Count - 1; i >= 0; --i)
{
s_devicesProp.GetArrayElementAtIndex(i).stringValue = s_enabledSDKNames[i];
updatedSDKName = s_enabledSDKNames[i];
}
}
s_enabledProp.boolValue = s_vrEnabled;
if (!string.IsNullOrEmpty(updatedSDKName) && s_vrEnabled)
{
Debug.Log(updatedSDKName + " is added to the VR SDK list.");
}
s_projectSettingAsset.ApplyModifiedProperties();
}
Just replace the function ApplyChanges() line 199 in VIUSettingsEditor.cs. Is this something that you would like to have?
I updated the message on my side to: Debug.Log(updatedSDKName + " is added to the VR SDK list, Remove SDK from Preferences -> VIU Settings if you want to disable it.");
Until i was familiar with VIU I didn't know its settings were stored under preferences, so can be hard to locate the setting.
On Mon, May 13, 2019 at 6:24 AM ChengNan Yang notifications@github.com wrote:
Could you try the following code, public static void ApplyChanges() { if (!s_isDirty) { return; } s_isDirty = false;
s_projectSettingAsset.Update();
string updatedSDKName = "";
if (s_devicesProp != null) { if (s_devicesProp.arraySize != s_enabledSDKNames.Count) { s_devicesProp.arraySize = s_enabledSDKNames.Count; }
for (int i = s_enabledSDKNames.Count - 1; i >= 0; --i) { s_devicesProp.GetArrayElementAtIndex(i).stringValue = s_enabledSDKNames[i]; updatedSDKName = s_enabledSDKNames[i]; }
}
s_enabledProp.boolValue = s_vrEnabled;
if (!string.IsNullOrEmpty(updatedSDKName) && s_vrEnabled) { Debug.Log(updatedSDKName + " is added to the VR SDK list."); }
s_projectSettingAsset.ApplyModifiedProperties();
}
Just replace the function ApplyChanges() in VIUSettingsEditor.cs. Is this something that you would like to have?
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/120#issuecomment-491765683, or mute the thread https://github.com/notifications/unsubscribe-auth/AABCHPIBTWYVS2RDT4ZS2RLPVE6UHANCNFSM4HLZZYNA .
The initial issue was actually caused by SteamVR in SteamVR_AutoEnableVR.cs
for anyone else seeing this disable SteamVR_Settings.instance.autoEnableVR or just comment out the logic related to that in the file.
The initial issue was actually caused by SteamVR in SteamVR_AutoEnableVR.cs
for anyone else seeing this disable SteamVR_Settings.instance.autoEnableVR or just comment out the logic related to that in the file.
If it is not added by VIU, do you think adding the message in VIU is necessary?
I never saw a message for vive devices from that when I was testing here, only from the oculus device I was testing. I'd say go ahead and pull it, then close this ticket. Thanks for looking into it.
The solution i ended up going with was Editing SteamVR/Editor/SteamVR_AutoEnableVR.cs I commented out most of the file, as its obnoxious behavior was what caused my issues. Its an upstream problem not VIU.
Preferences -> VIU Settings -> Vive
automatically keeps OpenVR on the list of SDK's. so when a user removes OpenVR from
Player -> XR Settings -> VR SDK's, it gets automatically added back in, with the user not being sure why.
Please add a log message to the console when the SDK gets added in from this option so if a user removes it from the SDK list, and it is auto added back in it tells them something like:
OpenVR SDK added automatically, because Preferences -> VIU Settings -> Vive is enabled