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burkedrane

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  1. Is there an interface in VIU or SteamVR to get the time a button/trigger was pressed/released with more fidelity than 90hz? It seems there must be, in order to have any sort of reasonable, non-hacky throwing experience. On a slow toss, the hand can still move at 20m/s, or 22cm per unity tick. That's incredibly imprecise for the velocity of the hand and its position on release. If we had a time between those frames to interpolate between, we could use the buttons in simulations. @Dario @chengnay
  2. 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?
  3. 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?
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