ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
Other
357 stars 81 forks source link

Using input breaks hand tracking? #78

Open zezba9000 opened 5 years ago

zezba9000 commented 5 years ago

If the "VRModule" script get activated on the "[ViveInputUtility]" prefab after being created by calling "ViveInput.GetPress", hand tracking stops working.

Testing with: Unity 2018.3.0 Win10 x64 OpenVR Unity package installed from package manager

chengnay commented 5 years ago

Which scene are you testing on? Any specific steps to follow to duplicate this issue?

zezba9000 commented 5 years ago

Testing on the example scene from the "SteamVR Unity Plugin v2.0.1"

*) basic Unity XR settings need to be set... 1) Simply open the SteamVR example scene. 2) Add the [ViveInputUtility] prefab to the scene. 3) Hit play and the hand tracking doesn't work but Input does. 4) Disable the [ViveInputUtility] object. 5) Hit play and hand tracking works.

chengnay commented 5 years ago

In your step 2, could you try using ViveCameraRig prefab instead?