Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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FlipVR Controllers Do Not Track Position/Rotation #2606

Open PointerOffset opened 2 months ago

PointerOffset commented 2 months ago

Describe the bug?

When using FlipVR controllers in Resonite the user's hands will stay at the users's playspace root and will not track position or rotation. Buttons and hand poses appear to work through Quest Touch fallback support. CORRECTION: Hand skeleton poses do not appear to animate actually. Apologies for the incorrect detail.

I am filing this as a bug since the behavior appears distinctly different compared to other controllers that do not have explicit support in Resonite. Most controllers have button mapping issues while the lack of tracking appears to be some kind of other failure.

To Reproduce

Expected behavior

Controllers will track position and rotation, operating with Quest Touch fallback controls/skeleton.

Screenshots

No response

Resonite Version Number

2024.7.17.1173

What Platforms does this occur on?

Windows

What headset if any do you use?

Quest Pro (Steam Link), Valve Index

Log Files

DESKTOP-3NG8JGV - 2024.7.17.1173 - 2024-07-17 14_16_36.log

Additional Context

Product Page: https://en.shiftall.net/products/flipvr

As these controllers are new, I do not expect anyone on the team has them. I am able lend my pair to the development team for troubleshooting if requested.

If required, all relevant resources for the FlipVR controller can be retrieved by installing the ShiftAll Controller Driver via Steam. Includes profiles, render models, etc.

https://store.steampowered.com/app/3036810/Shiftall_Controller_Driver/

Potentially Related Issues:

Reporters

@PointerOffset / Spex

PointerOffset commented 2 months ago

Adding -LegacySteamVRInput to my launch arguments fixes the lack of positional tracking. Unfortunately the hand skeleton is still incorrect of course. My hands are rotated 90 degrees (as if they are laid flat on a table) and there is no skeletal animation.

This is much closer to the behavior I would expect from an unsupported controller. It might be appropriate to convert this to a feature request.

shiftyscales commented 2 months ago

2:16:55 PM.532 ( 0 FPS) Cannot bind FrooxEngine.GlobalActions to VR Controllers

Yes, this issue would be better suited as a feature request / hardware integration. The lack of hand poses / skeletal animation suggests that the skeletal data is not assigned / forwarded from the SteamVR input profile in Resonite.

PointerOffset commented 2 months ago

I want to make a note here as I've been investigating what I can do to improve these controllers for myself in Resonite while I wait for more direct support.

The issue with the skeleton input may not be a bug in passing the data. The FlipVR driver just may not be providing skeletal data in the first place. For them, this made sense, as the controller was very much designed with VRChat in mind and Skeletal Input wasn't required. However, VRChat's latest Beta now supports Skeletal input and has caused similar problems with this controller on that platform during testing.

I asked ShiftAll in their Discord and they acknowledged skeletal input is a problem. It's not clear from the translation if they have a bug preventing it from working or if they simply don't support it. Thankfully they at least appear motivated to resolve it. https://discord.com/channels/1093765691582185482/1266158155855958046/1266398613496401941

image

TL;DR: These controllers just may not have skeletal input data available right now. It's not clear if that will be resolved by ShiftAll, but hopefully so with VRChat now supporting Skeletal Input too.

akiRAM2 commented 3 days ago

I am also looking forward to the day when I can use this cool controllers in Resonite. I really love them with VRChat. I’ll attach my log in case it helps FUGURI-W11 - 2024.10.8.1349 - 2024-10-12 08_54_30.log