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Tracker Pogo Pin Input in OpenXR


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Is this supported? I tried a while back in Unity and didn't have any luck getting it to work. I spoke to Unity about it and they said I should talk to Valve. I talked to Valve and they said I should talk to Vive, so here I am.  @Dario

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We worked with Valve to get pogo pin working for any number of trackers (not just as hand L/R) - I have a Unity project I can share to demonstrate this.

If you're  asking about in OpenXR - we're working on a vendor extension currently and hope we can complete it soon.

 

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Posted (edited)

Sorry, I should've been more clear. I meant Unity's new OpenXR Plugin. I'm glad you're working on support!

I've got inputs from multiple non-handed trackers working in both Unity's Legacy and XR Plug-in system. Nice to see Valve finally added input to the bindings menu for non handed trackers. I'd say that means no more hand editing of binding files, but what gets spit can sometimes be a bit of a mess! 🙂 

 

Edited by nocanwin
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  • 3 months later...
On 3/25/2021 at 10:44 PM, Dario said:

We worked with Valve to get pogo pin working for any number of trackers (not just as hand L/R) - I have a Unity project I can share to demonstrate this.

If you're  asking about in OpenXR - we're working on a vendor extension currently and hope we can complete it soon.

 

I wouldn't mind seeing that unity project if you dont mind.
 

Is there a ballpark eta on the tracker extension for openXR? For our own timelines, we would like to know if we need to develop with alternatives to openXR. Just for my own understanding, the way to currently use puck  trackers with unity's XR interaction toolkit is to use the steam VR plugin for unity. Is this doable alongside openXR and action-based input? I think we would have to set active input handling to "both" for our project, correct?

 

Thanks for the help

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