ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
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Doesn't work with SteamVR Plugin 2.0 #54

Closed lawwong closed 5 years ago

lawwong commented 6 years ago

SteamVR Plugin 2.0 have lots of changes, we are working on supporting it. Before we fix it, you will have to use the provious version https://github.com/ValveSoftware/steamvr_unity_plugin/releases/download/1.2.3/SteamVR.Plugin.unitypackage

mikelortega commented 6 years ago

Good to know, I've just met this problem. Please, keep us informed, thank you!

lawwong commented 6 years ago

Adapting to the namespace/API changes is easy... But the critical issue is that v2 blocks the classic way to get controller button state https://github.com/ValveSoftware/steamvr_unity_plugin/issues/128

lawwong commented 6 years ago

https://github.com/ViveSoftware/ViveInputUtility-Unity/tree/improve/steamvr200support This branch fix the symbol and API changes issue. But currently there are no input events yet (tracking only)

visca-c commented 5 years ago

SteamVR Plugin 2.0 have lots of changes, we are working on supporting it. Before we fix it, you will have to use the provious version https://github.com/ValveSoftware/steamvr_unity_plugin/releases/download/1.2.3/SteamVR.Plugin.unitypackage

@lawwong I tried to use the package you provided to access proximity sensor input. It worked when I import the package to a fresh new unity project. But the same code did not work for me when I import the package to my existing project. Any idea how to solve this problem?

wirelessdreamer commented 5 years ago

Any idea on a timeframe for this adding support for button presses?

lawwong commented 5 years ago

SteamVR v2.0 and the new Input System will be supported in v1.10.0 release. It's now on develop branch. fadb710

JeffBail commented 5 years ago

I see "SteamVR Plugin v2.0/v2.1 support" in the v1.10.1 release notes; does that mean that this issue is fully resolved?

wirelessdreamer commented 5 years ago

SteamVR input is working in the currently released plugin, I've personally been actively using it for a while without issue.

JeffBail commented 5 years ago

Thanks, I was just wondering because this issue is still marked as open.