ViveInputUtility-Unity
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Using input breaks hand tracking?
If the "VRModule" script get activated on the "[ViveInputUtility]" prefab after being created by calling "ViveInput.GetPress", hand tracking stops working.
Testing with: Unity 2018.3.0 Win10 x64 OpenVR Unity package installed from package manager
Which scene are you testing on? Any specific steps to follow to duplicate this issue?
Testing on the example scene from the "SteamVR Unity Plugin v2.0.1"
*) basic Unity XR settings need to be set...
- Simply open the SteamVR example scene.
- Add the [ViveInputUtility] prefab to the scene.
- Hit play and the hand tracking doesn't work but Input does.
- Disable the [ViveInputUtility] object.
- Hit play and hand tracking works.
In your step 2, could you try using ViveCameraRig prefab instead?