ViveInputUtility-Unity
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A toolkit that helps developing/prototyping VR apps.
Temporary fix as follows, 
Hello, In order to have the ability to use certain keys of the Windows Mixed Reality controllers, I decided to upgrade my Unity project from version **2019.4.8f** to version **2021.3.5f1**,...
Starting from Oculus Integration v53.1, handtracking is malfunction when "Enable Oculus Tracked Hand Render Model" is checked. After uncheck "Enable Oculus Tracked Hand Render Model" and "Enable Oculus Controller Render...
Hi, I'm a bit confused when I import Wave XR SDK 4.x/5.x, because it looks like `VIU_WAVEVR` is not defined automatically. My understanding is that to use WaveVR module, `VIU_WAVEVR`...
I found out that VIU Settings Oculus Android checkbox cannot be checked when using Oculus Integration v47. After changing OCULUS_XR_LOADER_NAME to OCULUS_XR_LOADER_CLASS_NAME can fix the issue. Modify ViveInputUtility\Scripts\Editor\VRPlatformSettings\OculusGoSettings.cs line 529,...
Using Unity 20203.43 LTS with VIU: 1.17.0 (tried with and without latest unofficial release) Steps to reproduce: - Create a new project - Add in ViveCameraRig and VivePointers - Build...
Steps to preproduce: - Create scene and add "Vive Camera Rig" and "Vive Pointers" (does not matter which controller type you select so leave default) - Build scene and install...
If someone's quality setting only has 1 element, below code will cause error. var lv2qualitySetting = qualitySettingsArray.GetArrayElementAtIndex(2); File path: HTC.UnityPlugin\ViveInputUtility\Scripts\Editor\VRPlatformSettings\OculusGoSettings.cs 
In Oculus' ControllerModels scene, it uses Assets\Oculus\VR\Prefabs\OVRControllerPrefab.prefab to load controller models for different devices.
I get the below error each time I run in editor with Quest hooked up through Oculus Link. Hands do not track. This is not an issue when I build...