Vive Tracker pogo pins no longer working after steamvr update on 7/26

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Vive Tracker pogo pins no longer working after steamvr update on 7/26

after the auto update on Steam VR on 7/26 pogo pins stop being read in unity, and all programs that made use of the hyperblaster, and similar controllers. I tried configuring button press events to send the same buttons that used to be sent, but they had no effect. 

 

Does anyone have any information on how to make vive tracker pogo pins behave out they used to? I'm doing setup for a show i'll be at for the next 3 days, and it just broke everything i'm showing.

Vive Staff

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

@wirelessdreamer

 

This is suspected to be related to yesterdays SteamVR update (1532457017). We're currently investigating the behavior parallel to Valve. We just sent you an email, please keep on the lookout for it. 

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

I updated to the new hotfix, and am still seeing the issue.

wywarren
Visitor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Running into this problem right now at VR hackfest in Taiwan after building my own custom VR guns too

Vive Staff

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

@wywarren & @wirelessdreamer - I've sent you both detailed messages to the email addresses associated with your forum accounts. Please look out for that and let me know if you don't see it. 

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

Vive Staff

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

7.29 update: 

To anybody whom may be experincing issues with the 7.26 update, please see the following post:

SteamVR Temporary Rollback 7.28.18

 

@wirelessdreamer@wywarren 

 

 

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

Christo3191
Contributor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Hello,

 

 

Have you got some news about the integration of detection of POGO pins on the last official version of SteamVR?

 

Curently I'm in the imposibility to use POGO pins of tracker AND Vive Wireless in same time (because last version of Vive Wireless is not compatible with the branch of program Steam VR.

 

Thank you!

 

 

Ps: If you want to know more about my problem I can communicate with you on private message.

Rob
Contributor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Hi, did you manage to find a solution to this? The SteamVR hotfix beta isnt shown anymore and the pogo pins arent working on the lastest SteamVR update.

qoobit
Visitor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Can confirm it has been removed from the betas and still broken in beta 1.1.4. Anything we can do other than do offline mode on the 7/26beta?

Farsight
Visitor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Same here, in steamvr 1.1.4. I am unable to retreive a tracker input state in Unity.

I am using directly openvr api without using the unity steamvr sdk (well, just SteamRender but no SteamVR_trackedDevice or SteamVR_ControllerManager etc.).

What I don't understand is that OpenVR.IsInputAvailable return false in certain combinaison of devices connected (controller and/or tracker).

Why the hell can't it just return the state regardless of what else is connected ?!

 

Anyway, even when OpenVR.IsInputAvailable return true and CVRSystem.GetControllerState(trackerIndex) return true, my tracker stay 'buttonless'.

 

But only the input doesn't work, the tracker is correctly tracked in space...

 

It is driving me mad.

 

 

Christo3191
Contributor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

I'm have create a subject with an advisor of HTC Vive in France today and he said me that he have send an urgently request to developpers to resolve this problem .

I hope that HTC going to be reactive because, as lot of developer, I'm blocked on my application.

Moderator

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Hi all,

 

The new SteamVR input system (note it's not Vive specific) was announced 6+ months ago, and there were changes that should've only affected  a few apps and bring benefits to all apps with regards to trackers.  You can adress in one of several ways if you are still affected:  have the trackers that require pogo pin interfacing be recognized as a controller (tracker held in hand) if you can make it bind as one of the first 2 devices (basically as a L or R controller)  i.e. instruct the user how to manage the trackers bindings from SteamVR settings.   Currently there are known issues reported on the OpenVR github and SteamVR Unity plugin github regarding button inputs via the pogo pins (or additional controllers) beyond the first 2 (Left and Right) controllers.  As for rolling back to a version before the new Input System, although the branch to fall back on has been removed, if you are really in a bind as your developers update to the new input system, there is a way a user can roll back any app on Steam (only as a last resort):  https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994

Niv Fisher
Contributor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26


@Dario wrote:

Hi all,

 

The new SteamVR input system (note it's not Vive specific) was announced 6+ months ago, and there were changes that should've only affected  a few apps and bring benefits to all apps with regards to trackers.  You can adress in one of several ways if you are still affected:  have the trackers that require pogo pin interfacing be recognized as a controller (tracker held in hand) if you can make it bind as one of the first 2 devices (basically as a L or R controller)  i.e. instruct the user how to manage the trackers bindings from SteamVR settings.   Currently there are known issues reported on the OpenVR github and SteamVR Unity plugin github regarding button inputs via the pogo pins (or additional controllers) beyond the first 2 (Left and Right) controllers.  As for rolling back to a version before the new Input System, although the branch to fall back on has been removed, if you are really in a bind as your developers update to the new input system, there is a way a user can roll back any app on Steam (only as a last resort):  https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994


 

Sorry for the harsh tone ahead but its the result of lots of time wasted trying to figure out what I was doing wrong. (spoiler: turns out it wasn't me doing something wrong)

 

Seriously - there is not way the "open" API for VR (aka OpenVR) can provide me with untouched raw input values for all connected devices? I need to manually load a 6+ months old version of SteamVR??

 

I'm working on a serious enterprise solution involving multiple trackers which is completely unusuable now. You can take the money for the trackers but have no API to access their inputs??? Is there anothe API I'm unaware of through which you privde access to the functionality you sell?

 

You were not able to fix this for 6+ months .... so either Valve really wanted (and succeeded) in sticking it to HTC with their enterprise efforts or some truely incompetent folks are involved. Both options are equally sad!

Vive Staff

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

SteamVR is a Valve technology and thus the control things like API access via OpenVR. There is no way to pull raw values for watchman devices without OpenVR as the intermediate as a function of how the watchman system's compression system works.

 

As Dario pointed out above, Valve announced changes to the input system over half a year ago. It was initally covered in this post. Valve posted a guide on how to rebind legacy games here. Joe Ludwig elaborated on how the changes specifically affect Vive trackers in this post


For cases with PoGo pins - Valve has made it so that the end-user must specifically have the tracker set to "held in hand" binding for the PoGo pins to work as they originally had.

 

@Niv Fisher, Can you please be more specific about how the changes are blocking your work - you're post does not contain enough information to provide actionable support. I completely understand how frustrating Valve's changes are from a developer and end-user prospective however these are the changes that Valve has committed to in the public branches of SteamVR and thus we must all work under the constraints (and the new possibilities) introduced by the new input system. @Dario

To reach Viveport's customer service team, email customerservice@viveport.com

To connect with a live support agent for hardware support, go to www.vive.com/support, click on "contact us" in the top righthand corner, and then opt to speak with a Live Chat agent

David R

Technical Specialist - San Francisco, CA; Monday-Friday

Click here to send me a PM

Niv Fisher
Contributor

Re: Vive Tracker pogo pins no longer working after steamvr update on 7/26

Ok I thought I'd add more information here, as the frustrations just seem to pile up with each new update.

Version 1.2.7 of SteamVR brings a new set of annoyances for enterprise.

 

1. We used to be able to pair 3 trackers and 2 controllers to the same machine (with 1 dongle, not simultaneously) and then use EITHER the 2 controllers (for setup) OR the 3 trackers (for actual system use). Now whenever I pair with the other set it forgets the pairings of the previous devices, even though they are not even on.

2. Trackers that are kept on for a restart (with the 'dont turn off controllers when SteamVR shuts down' setting in power management) the light stays green but when steamVR boots up again it doesn't connect to the tracker (only to controllers) so I have to manually turn down the tracker (which still shows a green light!) and turn it back on for steamVR to recognize it.

3. When turning controllers/trackers on/off the 'special chosen two' that have input seems arbitrary.  

4. Still can't get pogo pin input for more than 2 trackers. Or NO TRACKER if controllers are on ... 

 

I would be happy to hear of anything that would make the maintanance and support of our deployed solutions any less of of a nightmare to keep up and running ....