Open bastianilso opened 2 years ago
@lucasmnt @Xav1204 if one of you have time this week, I would like you to start a branch where you investigate this. Please inform in this issue what discoveries you make about it.
@bastianilso Is it normal that we don't have steamVR plugin in the package manager?
@bastianilso It's good, I found the version in the following file : "\Assets\SteamVR\readme.txt".
We are actually in the version 2.0.1
@Xav1204 older versions of SteamVR are not provided through the Unity Package Manager. OK, so now that we know which version we are at, next we need to know which version we can upgrade to, while staying on Unity 2019.x.
You can download find unity packages of all steam vr versions from the link I provided: https://github.com/ValveSoftware/steamvr_unity_plugin/releases
Hope that helps.
For the second question, we can upgrade our steamVR version until the lastest one that is the 2.7.1. In the documentation, it's write that a package will be installed. Therefore, as the package that we need is installed so we won't encounter a problem with this. However, I don't know what will happen with Unity XR as we are under v2020.
For the third question, yes we will have some changes to make in order to make that the game work again.
I will try on a new branch to make this changes and I will tell you if I encounter any problems during the process.
@Xav1204 fine, just make sure we stay on the current Unity 2019.x version in your experiments. Otherwise too many things are changing at once, and it will be difficult to debug possible regressions. So if 2.7.1 requires upgrading Unity, it's better if we start by trying an older version of SteamVR first - because there will be API changes, that requires changes to the Whack-A-Mole code.
@bastianilso I succeeded to update steamVR until its latest version. I just need to try with the VR headset if the controllers are still working. Moreover, I didn't change Unity Version.
@Xav1204 cool.feel free to borrow the VR headset on my desk for some preliminary testing.
Todo for the SteamVR:
@bastianilso it's better now, we see the controller, the cursor input and movement are correct and we don't have problem with the camera direction. I just need to investigate why the hand and the blue circle don't appear.
@bastianilso you will find attached the report about the steamVR upgrade.
@Xav1204 i think the SteamVR upgrade might be the next step to upgrade, what do you think? Feel free to create a pull request.
@bastianilso yes, upgrade SteamVr is the next step to do in the different upgrades that we need to do. As soon as I will finish the prism effect, I will do this issue.
@bastianilso I've found the problem with the hand/controller position and rendering. I will write you a report to explain what I've done to solve the problem. We can so upgrade SteamVR to the latest version.
@bastianilso Here the report about the problem that we had with the hand position and rendering : steamVR.pdf
As part of resolving issue #183 we need to upgrade our version of SteamVR. This process involves several steps.
First step in this issue is to research it and see what is possible. @lucasmnt please let me know what you might find. I have assigned you to this task, but if @Xav1204 would rather want to work on it, feel free to swop. 🙂