ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
Other
352 stars 82 forks source link

Swapped input using HTC Vive #95

Closed JerryLetehen closed 4 years ago

JerryLetehen commented 5 years ago

Steps:

  1. Create an empty project
  2. Import VIve Input Utility (v.1.10.3) and SteamVR Plugin (v.2.2.0) from Assets Store
  3. Apply all recommends settings SteamVR/Vive Input Utility
  4. Create an empty scene, delete MainCamera
  5. Drag the ViveCameraRig prefab into created scene
  6. Run the scene
  7. Turn on both HTC Vive controllers
  8. Turn off one of them
  9. Swap controllers in your hands
  10. Turn on the controller

Factual: All inputs from controller in right hand trigger left controller, All inputs from controller in left hand trigger right controller. But their positions and rotations are correct.

Expected: All inputs from controller in left hand trigger left controller. The same with controller in right hand.

Video is here

wirelessdreamer commented 5 years ago

@any HTC devs. correct me if i'm wrong: VIU tracks controllers by serial number, and intentionally trys to make sure controllers don't magically swap roles during run time. Wouldn't the above behavior be the expected behaviour. That as long as a controller with a role is on, it won't be reasigned a new role.

On that same topic, if you set a viveRole in the binding, it won't change that role guaranteed.

ani-rudh commented 5 years ago

Hi guys,

I faced this problem when using the UGUI sample scene of VUI. All I did was to remove the mirroring of the contoller actions using the steramvr input tool. That did the trick.

Hope this is of some help.

BR, Ani

chengnay commented 5 years ago

Latest VIU (1.10.4) package fixed this issue, please try it out. Thanks!