03-20-2019 08:14 AM - edited 03-20-2019 10:34 AM
Left-Hand Controller does not appear to work in ControllerManager Sample Scene in HTC.UnityPlugin. I cannot get the teleport action to work in the ControllerManager Sample scene.
When Vive Focus is set to work for the Right-Hand Controller everything works fine. When set to the Left-Hand Controller only the model of the controller appears, nothing else occurs.
EDIT: I just noticed there is a separate sub-forum in for the htc vive input plugin. The moderator of this forum may move this post to that sub-forum if necessary.
03-21-2019 07:49 AM
A fresh project with a fresh template does not experience this error. It appears to be some setting I changed in the Unity project I'm working on unrelated to the scene. So the controllermanager sample scene does work properly with a fresh project, but not my project. I am trying to figure out which change to the project configuration caused this. Has anyone else experienced anything like this?
03-22-2019 08:01 PM
I was wrong about my assumptions. There was nothing wrong with my settings.
After more tests, I concluded that the Input Plugin breaks between v1.10.2 and v1.10.3 for the left-hand controller.
Wave SDK 2.1.8
Works -----> Vive Input Utility 1.10.2
Wave SDK 2.1.8
Breaks -----> Vive Input Utility 1.10.3
Also, as an aside...and I think this is unrelated to my particular problem...the newest Wave SDK for Unity (3.0.2) does not work with the latest Vive Input utility for Unity (1.10.3), some error pops up about "dominant" v. "non-dominant" instead of left v. right.
03-25-2019 06:33 PM - last edited on 03-26-2019 11:59 AM by VibrantNebula
For now, for VIU you can replace RIGHT and LEFT with Dominant and Non-Dominant in WaveVRModule.cs lines 103, 107 - so it can build. An update to VIU will be ready shortly on Github.
03-26-2019 12:55 PM - last edited on 03-26-2019 12:59 PM by VibrantNebula
@Dario, I did as you suggested and it successfully built using the latest Input Utility version and the latest Vive Wave SDK.
I am still unable to get the laser pointer and teleport functionality to work in controllermanagersample scene from the Input Utility plugin, which is what I'm really interested in because I am borrowing that setup for my app. In fact, when I use the latest Input Utility Version and the latest Vive Wave SDK it breaks completely and I cannot use the functionality featured in controllermanagersample scene, using any button, for either controller.
There is no comparable sample scene in the latest Vive Wave SDK sample scene package.
03-26-2019 03:09 PM
I used the Wave VR Button List prefab to restore some functionality to the controllermanagersample scene:
I was able to restore functionality in the right controller, but the buttons on the left controller still do not work.
In the simulator, the trigger button for left and right controller work, but the menu/app button for both controllers does not work.
03-28-2019 06:15 AM - last edited on 03-28-2019 12:07 PM by VibrantNebula
@Dario, when do you anticipate an update to the vive input utility code update will be committed and pushed to github repo?
03-29-2019 12:29 AM
Hi @Hollowhead ,
In ControllerManager_Test sample, there is only right hand controller in the scene. Developer can see only 1 ControllerLoader with type “Dominant” in scene.
So even if you use both controllers, only 1 controller is shown in scene.
This is normal.
03-29-2019 08:07 AM
Tony, FYI: I wrote a long post, which I edited several times for the sake of accuracy and clarity. The post was deleted after I edited the post about 10 times. I will have to write the post again below. I then reposted a similar and it was marked spam.
This is a strange feature of this forum, not found on other forums, which makes it difficult to edit posts.
ControllerManager_Test is not the scene I am referring to. I am referring to ControllerManagerSample scene found in the sample scenes in the Input Utility Plugin version 1.10.3. It is the latest Input Utility Plugin. That scene contains useful template code that I used in my app. The code I am referring to allowed a user of an app with that scene to teleport around using the touchpad controller. If a user pressed the touchpad controller a bream would shoot out, arch, and then eventually land on the ground indicating a teleport location. Releasing the controller would teleport the user to that location. Also, the code provided for a laser beam which would shoot out when the user pressed the app/menu button. In the version 1.10.2 of the Input Utility Plugin this functionality worked no matter which dominant hand the user selected in their Vive Focus handedness settings.
When the plugin is updated to 1.20.2 and the user selects the "left hand" as their dominant hand in the Vive Focus settings and the user tries to play an app with the ControllerManagerSample scene the teleport and laser functionality does not work.
03-29-2019 08:16 AM
I meant to write in the earlier post:
When the plugin is updated to 1.10.3 and the user selects the "left hand" as their dominant hand in the Vive Focus settings and the user tries to play an app with the ControllerManagerSample scene the teleport and laser functionality does not work.
I did not intend to write 1.20.2, but I could not fix the post without that change, and other changes being removed.
03-29-2019 09:17 AM
I also meant to write: "Releasing the touchpad button on controller would teleport the user to that location."
Not: "Releasing the controller would teleport the user to that location."
I was afraid to edit my post again for fear of it being deleted...again.
03-31-2019 07:26 PM
@Hollowhead Sorry for the late reply. We are aware of the left hand controller issue in 1.10.3. But, WaveVR SDK just released v3.0.2, we are still fixing higher priority issues. I will get back to you ASAP. Thanks!
04-04-2019 08:29 AM
I can confirm the recent commits to the input utility program have fixed my problem:
04-05-2019 02:48 PM
I have just updated to ViveInputUtil 1.10.3 because previous version failed to buzz the haptics consistently.
In an empty Unity 2018.3.8 project, I add the OpenVR package with the package manager. Then import custom packages for the latest SteamVR plugin for Unity ( 1.2.3 )(SDK 1.0.12), then import VIU 1.10.3.
If I run the first example scene, tutorial, with 1 tracker and 1 controller powered up and paired to SteamVR, then it connects a controller to the right hand and the tracker to the left hand. The tracker uses the correct model rotated at the wrong angle. Nothing is connected to the tracker role in the ViveCameraRig.
When might we get a version of the VIU that correctly identifies trackers?