Jump to content

Search the Community

Showing results for tags 'controller'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • VIVE
    • Vive Community Forums
    • Vive Technical Support
    • Developer Forums


  • Viveport Blog
  • Viveport Reviews
  • Viveport SDKs and Downloads
  • Developer Blog
  • Vive Blog

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 13 results

  1. Hi all, I've had the Cosmos for about a week now, and am having some issues with the controller tracking + room setup. The initial setup was mostly fine, and the Headset and Controllers worked okay for the first day or two; not perfect but about what I expected from inside-out tracking. After that, the controller tracking began to drop out frequently, at first they would re-sync after several seconds but that time has taken longer and longer (to the point where it could take several minutes of waving the controllers in front of the HMD to get tracking back.) Often, the only way to get tracking back is to restart everything, and re-do the room setup process. This also seems to be bugged out where around 70% of the time, at some point during the setup process the camera feed from the HMD will cut out and all I can see in the HMD is a white screen with whatever instructions I'm supposed to do. Sometimes moving to a slightly different location will get the camera feed back, but usually it will cut out again before I can finish the setup. The only way to fix this is to restart my machine and try again (sometimes 3-4 times before I can finish the room setup). In the week I've had the Cosmos, I've spent far more time settings it up and troubleshooting than actually playing! Things I've tried to fix the controller dropouts and room setup issues: Installed the Vive beta drivers Reinstalled my nvidia drivers Restarted (Headset, Vive Console, SteamVR, Computer, everything :) Changed lighting conditions: I added a few lamps to increase room lighting at night. But time of day/lighting levels don't seem to affect when these issues occur Disconnected any unnecessary devices from my PC. Only the monitor, keyboard/mouse and Cosmos are plugged in now. System Specs: i5 4590 (stable overclocked) Nvidia GTX1080 16gb USB3 Windows 10 This is all pretty unacceptable for an AU$1300 piece of hardware. If there's no acceptable fix within the week, I'll be taking this garbage back for a refund.
  2. Hello everyone I'm working on a simple VR shooter game using Wave SDK 3.1.4 and Unity 2019.2.3. The gameplay is rather simple: the player is in an open world scene with some enemy droids around, and he/she presses the touchpad button to shoot. The bullets which are rays, come from two guns on both sides of the player, so the player uses their head for aiming and the controller button to shoot, so the controller's orientation and direction doesn't matter (photo attached) . The problem I'm having is that the controller button doesn't work unless the player is holding it up, facing forward, but I want them to be able to shoot no matter how they're holding the controller. I was wondering if there's any way in Unity to use the controller only for button press and disregard its facing direction/orientation? I have an InputModuleManager and I've set the Raycast Mode to Fixed and Beam Length to 0.01, so we don't see the beam length at least, but the original issue exists. I'd appreciate any tips. Thanks a lot.
  3. I would like to know if there is a method how to get all possible actions of the controllers (HTC vive Pro Eye) in a unity application programmatically in C#. Do you know any method how to do so?
  4. I would like to know if there is a method how to get all possible actions of the controllers (HTC vive Pro Eye) in a unity application programmatically in C#. Do you know any method how to do so? @Corvus @chengnay
  5. After some side by side comparison with my friend Rift S We have come to the conclusion that the cosmos controller suffer from a lot of lag when you move them. They do not stay at the same place as the controller in real life but instead they 'follow' them.
  6. Hello, I started using VIU 2 weeks ago for a project I'm working on, and mostly to test it with the Oculus Quest. At first everything was fine, whether with my project or the VIU example scenes, until I added in my project the possibility to grab objects, then I started having quite a few problems with the controllers; While until now, I had the right controllers displayed (oculus touch of the rift/quest), since then, it is the controllers of the oculus go that are displayed, and unfortunately, the change is not only aesthetic since there is a kind of mapping of correspondence that is created between the 2 models. Although I have found how to "force" the rendered model, the binding remains that of the oculus go which is really not practical in my case, and changing it can bit a bit difficult according to the differences of the controllers... The worst thing is that since then, even when reloading an old backup of the project, one of the example scenes or when starting a new project, it is still the oculus go controllers that are now displayed... Is there anyone with a suggestion ? @chengnay
  7. hi there, i m into a situation where i m not able to click on UI buttons... 1. i created lookat function for UI canvas which is attached to empty gameobject (parent of canvas) whose rotation is 0 and child (canvas rotation is 180) 2. when i teleport to different position and try to click on UI button not able to click, the controller ray is passing through UI object @Cotta @Tony PH Lin
  8. Hi, I'm having a problem with the vive tracker that it's connected yet not tracking. I have steam vr version 1.1.4 . I tried to restart vive and do room setup and restart the computer so many times. I'm using a vive pro. Is there anything that I'm missing?
  9. I'm going to go on a tangent for a second about developing for VR. Vive as the hardware developer should make the interaction software as easy to use with full functionality. Your hardware is only as good as the software and you're relying on a bunch of developers you don't know to make your hardware work great. You are depending on some random developer to make your controller interact the best it can instead of developing the software yourself. I don't know how many times people I demo become frustrated with VR only because the developer had written bad hand control. Vive needs to figure out the software to make their hardware work best. 99.9% people want to use the controllers the same way. There are only a handful of interactions, it's not hard for you to solve what works best: 1. Locomotion: Walk/ teleport 2. Laser point grab/push/pull/rotate/activate 2. Action: Climb grab/push/pull/rotate/activate 3. Action: car/ship/space ship/motorcycle 3. Action: Swim/skydive You should figure out what is easier for people and write that software, I don't have time or resources to make case studies, statistic, and prototypes. I can focus on developing the actual game and you can sell more hardware. SteamVR 2.0, VRTK and VR Easy are great directions, no one is going to want to use Vive Input unless you make it more robust with minimum effort. Simply figure out the most common configuration having your team develop that software.
  10. Using the WaveVR "Event Trigger" how can I get the front controller trigger press?
  11. I'm confused, I've read that the new update supports camera tracking of the 3DOF controller to enabling 6DOF. Is this true and how can I activate and run it in Unity?
  12. I had the "Vive Input Utility" examples working with the "Vive Focus" but recently it stopped. Could anyone conferm that the Vive Input Utility is working with the Vive Focus and what I could possibly be missing? I reinstall everything a few times now.
  13. I've recently purchased a VIVE Pro with the wireless kit. I originally installed the WiGig card into a PCIe 1x slot. Upon encountering rather random (yet frequent) watchdog violations, I decided to try switching to a the second 'large' (16x?) PCIe slot. According to my mobo's manual, all 1x PCIes are only 2.0, while the two larger ones are both 3.0 (AB350 Pro4). However, the WiGig does not get recognized in this slot, even after cleaning, checking connections, etc. ('Please shut down your pc an d make sure the WiGig PCIe card is properly inserted'-error). No idea why, no change in bios settings seems to make the card recognizeable to the system. When I slot it into the 1x PCIe, it gets recognized without a problem. In both slots, the card is powered (blue LED glowing). My question is the following: is it even true that you need PCIe 3.0? I haven't actually heard any official statement to this effect. I.e.: should I try to somehow connect the WiGig to a PCIe 3.0-like slot (e.g. via an M.2 adapter) or is this likely not the issue at all? If it's the latter, I'd just try and solve the issue whilst using the PCIe 2.0 slot (where the HMD actually works most of the time). That said, so far all watchdog bsods happened during intensive first-time asset load events (i.e. they didn't occur during subsequent loadings of the same app, typically). This suggests that the watchdog violation has something to do with bandwidth bottlenecks. But that's just guesswork at this point :( Any suggestions? Any surefire ways to make my mobo recognize the WiGig in the 3.0 slot? Any reassurances that PCIe 2.0 is perfectly okay for the WiGig, bandwidth-wise? Specs: Motherboard: AB350 Pro4 CPU: Ryzen 5 1600, 16 gigs of RAM GPU: Radeon RX 580 Bios fully updated, new AMD chipset drivers, Ryzen gaming mode activated, SATA AHCI controller drivers updated, gfx drivers updated, UEFI reset to defaults.
  • Create New...