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Using input breaks hand tracking?

Open zezba9000 opened this issue 7 years ago • 3 comments

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

zezba9000 avatar Jan 04 '19 20:01 zezba9000

Which scene are you testing on? Any specific steps to follow to duplicate this issue?

chengnay avatar Jan 09 '19 03:01 chengnay

Testing on the example scene from the "SteamVR Unity Plugin v2.0.1"

*) basic Unity XR settings need to be set...

  1. Simply open the SteamVR example scene.
  2. Add the [ViveInputUtility] prefab to the scene.
  3. Hit play and the hand tracking doesn't work but Input does.
  4. Disable the [ViveInputUtility] object.
  5. Hit play and hand tracking works.

zezba9000 avatar Jan 10 '19 02:01 zezba9000

In your step 2, could you try using ViveCameraRig prefab instead?

chengnay avatar Jan 10 '19 06:01 chengnay