Open ibillingsley opened 6 days ago
Hmm, that's odd. Do you have the Steam or the Meta/Oculus version of the game? Are you using SteamVR or Oculus as your OpenXR runtime?
Steam version of the game with Oculus OpenXR runtime.
Just to rule a couple things out, it makes no difference whether I have the XR Hands library installed. Also I had downgraded my oculus runtime LibOVRRTImpl dlls to fix haptics, but it behaves the same with the latest dlls as well.
edit: Same thing in BS 1.37.3 with CustomAvatars 5.4.4
Thanks for the details! I'm guessing this has to do with how Oculus reports devices' isTracking
value through OpenXR. I'll see what I can do.
Using Beat Saber 1.37.1 and CustomAvatar 5.4.1 with Oculus Rift S
I noticed that the avatar loses tracking as soon as my controllers are out of view of the tracking cameras, even though the game continues to predict their position as seen here:
https://github.com/user-attachments/assets/0b8e1328-d800-4a02-8876-d5319c20cc05
Since I don't have any additional trackers, I recompiled the mod with a small code change to force the use of GenericDeviceProvider instead of UnityXRDeviceProvider.
With GenericDeviceProvider the controllers continue to track even when they go out of direct view of the headset tracking cameras.
https://github.com/user-attachments/assets/1f53a83d-b2c8-40eb-a844-3358ed8cf428
If the UnityXR tracking can't do this, maybe an option could be added to choose which tracking provider to use?