ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
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Quest 2 Controller Rotation Offset Incorrect #234

Open ShaneNilsson opened 2 years ago

ShaneNilsson commented 2 years ago

When migrating an old project from Unity's legacy XR management to Open XR in Unity 2020 LTS and updating to the latest VIU I have notices the controller rotation offset is incorrect on Quest 2 both running natively or over Airlink. Testing with a Quest 1, Vive wands, and Index controllers they have correct offsets. 

I have been able to reproduce this with a clean project with the latest VIU imported. Is this a known issue?

lawwong commented 2 years ago

Do you mean the default fallback model? or the SDK render model?

lawwong commented 2 years ago

After some testing, I assume this is a bug from OpenXR Plugin, the odd tracking pose for Oculus controller is what OpenXR returns. From Unity XR interface, OpenXR actually provides both device pose and pointer pose, and pointer pose is more useful. As a workaround, you can enable option in VIUSettings to control VIU underlying module getting pointer pose instead of device pose. viu_enable_uxr_pointer_pose

DarshanSahay commented 1 year ago

As a workaround, you can enable option in VIUSettings to control VIU underlying module getting pointer pose instead of device pose.

Hello there @lawwong I can't seem to find VIUSettings in Assets folder. What did you import to have this?