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bert.haddad

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  1. Our app needs to know which headset type is currently plugged in. We support Oculus, Windows MR, Vive, and Cosmos. In the past we've used Unity's XRDisplaySubsystems, and then parsed their names to determine which headset is plugged in. When we integrated the ViveInputUtility this broke, as now all of their ids are just "OpenVR Display". Is there another way to get this info out of the Vive Input Utility, or to get the old ids back? Thanks, -Bert Our existing code: public static XRDisplaySubsystem GetXrSubsystem() { var xrDisplaySubsystems = new List<XRDisplaySubsystem>(); SubsystemManager.GetInstances<XRDisplaySubsystem>(xrDisplaySubsystems); return xrDisplaySubsystems.FirstOrDefault(); } public static SteamVrDevice WindowsVrDevice { get { string device = GetXrSubsystem()?.SubsystemDescriptor.id.ToLowerInvariant(); if (string.IsNullOrEmpty(device)) { return SteamVrDevice.None; } if (device.Contains("oculus") || device.Contains("quest") || device.Contains("miramar")) return SteamVrDevice.Rift; else if (device.Contains("hp reverb") || device.Contains("samsung") || device.Contains("lenovo")) return SteamVrDevice.WindowsMr; else if (device.Contains("vive")) return SteamVrDevice.Vive; else if (device.Contains("openvr")) return SteamVrDevice.ViveCosmos; else return SteamVrDevice.None; } }
  2. OK, I got it working! I had changed some of the SteamVR local bindings for my previous SteamVR fix, and that was overriding/breaking the Vive Bindings. Once I nuked those it worked like a charm. Thanks for the reply!
  3. My company is using Unity 2020.2.7, with Unity's XR Interaction Toolkit/UnityXR. When we tried to integrate Valve's OpenVR plugin to Unity we had the problem where the controllers gave no input. This is apparently a known issue. We then tried to integrate Vive Input Utility on top of this and had the same issue (controller tracks but no inputs). We are currently using someone else's project that allows SteamVR to work and provide inputs, but again this doesn't work for the Vive Input Utility. This means we are stuck in a situation where we can support the Vive through the SteamVR hack, but not the Vive Cosmos. My question, therefore, is does anyone have a guide to how to integrate the Cosmos with Unity 2020.2.7? The pinned discussion in this forum links to a dead page for the SteamVR plugin, and I assume it's the same one we tried. Thanks and I appreciate the help, -Bert
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