![]() ![]() On a separate note, am I misunderstanding the OpenVR versus Oculus lib setting in the Unity 5.4 beta? I was under the impression that the OpenVR library was for both Oculus and Vive. Valve.VR.(Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated) So for the OpenVR SDK I used the following: This will work on the Oculus, but does nothing on OpenVR. To do this you can call the Unity Implementation like this: This is to make sure the user’s virtual and real body line up correctly. When making a seated experience like Don’t Let Go it’s often necessary to have the user Reset the Orientation / position. I've been up for 34 hours straight so will have to look at this tomorrow. Do I have to simply tell my customers to configure their SteamVR a certain way for this to work? That could potentially be a lot of extra support and frustration for them having to go fiddle with their SteamVR settings just to run my game comfortably while sitting. Not sure what I can do to restore it to how it worked before OpenVR where calling InputTracking.Recenter would reset the position and horizontal plane rotation to the game driver's head facing toward the front of the vehicle. The trouble is that in OpenVR my viewpoint is as though I'm standing on top of the game driver's head (probably according to my floor to camera distance in SteamVR relative to.what I'm not sure) instead of my head being positioned at the game driver's head like it worked in 5.3 (not OpenVR). What you said makes sense, I think it might have just been centering the rotation. I must have misinterpreted what it was doing. Can't say yet that it will be fixed but from all the people posting here saying it fixed their issues, I have a hunch all that will be done.Thanks, Ed. I got one of the USB cards for the system that had trouble and will be putting it in this weekend. My office computer has a fairly new mobo and it has always worked, paired, and updated properly on it. Had trouble updating firmware and pairing controllers. Maybe it's not, but when my Vive arrived, I was hooking it up to a computer with a mobo a few years old. Glad the OP found a workaround but the real answer is almost guaranteed to involve the USB port/controller. It's why so many report having to update firmware over and over (because it doesn't actually update), difficulty pairing, tracking issues, etc. They work for most things but anything that needs features or capabilities the early controllers left out or got wrong, don't quite work right. So many USB controllers were designed before the spec was final and don't quite meet it. Thanks to the comments of those in my OP that lead me to try this solution out! ![]() I've connected both controllers 3 times now with no faults. I've had this issue for months now and I am so happy I've found a good solution to it for the time being. Did the process with the "bad" controller and CONNECTED!!!! Then just go get the original "good" controller and bring it back in the room and you are good! Then I right click the FLASHING GREEN controller icon and select pair controller. After I have one controller connected successfully, I took the "good" controller out of the room, away from base stations and the headset so it could not be found, but was still flashing green on SteamVR. ![]() One will connect while the other won't and will stay blue (or sometimes go green for 4 seconds and then turn off). I have figured out a consistent way (for me at least) to connect both of my controller wirelessly! I start by figuring out which is the "bad" controller and do the normal pairing process. Anything else I can try?"Ĭouldn't connect both Vive controllers wirelessly at the same time On very rare occasions it'll just magically work (it's happened 2 times out of owning it for a month). I've tried switching USB ports, switching between 3.0 and 2.0, updating firmware, reinstalling drivers, and even running through room setup with the "bad" controller plugged in via USB and unplugging it after the setup is complete. It tracks if I plug it into USB, but won't track after unplugging it. "So I've been having this issue and I can't seem to find a post of something exactly like it, but when I start up steamVR and pair my controllers, only one (it switches between which one) will connect, and when I do the exact same process (pair controller) to the other one, nothing happens and it can't be found. ![]()
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