Steam VR Unity assign ControllerManager Objects at runtime

SOLVED
Highlighted
rdmitchell1997
Contributor

Steam VR Unity assign ControllerManager Objects at runtime

Good Morning,

Sorry, this is a very specific and potentially long and confusing question but I'm hoping someone can help me.

I am using 2 VIVE Trackers to create a 3D Audio AR networked VOIP application (basically have 1 tracker in the physical space as a networked player and the other tracker on the users head as I don't want to use the HMD) inside unity using UNET and the Steam VR plugin.

So when I create the server and connect clients I am instantiating a Prefab object with a Tracked object script and all the 3D audio elements attached. My question is how do I now go about assigning these Tracked Objects to the Objects array inside the SteamVR_ControllerManager script upon instantiation?

Thank you in advance for any help or advice given and sorry if this is a strange or confusing request.

Vive Staff
Solution

Re: Steam VR Unity assign ControllerManager Objects at runtime

@rdmitchell1997, Have you looked at the Vive Input Utility? It contains device binding and management tools that may be applicable in your scenario 


David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

rdmitchell1997
Contributor

Re: Steam VR Unity assign ControllerManager Objects at runtime

Hi VibrantNebula,

 

Thank you so much I didnt know this utility existed but I have found it so useful it has fixed the problem I had come across thank you again.

 

Robert Mitchell