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A toolkit that helps developing/prototyping VR apps.

Results 118 ViveInputUtility-Unity issues
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使用wave加VIU开发的项目可以在DPVR P1 pro 正常可以正常操作,但是画面锯齿感严重,且帧率下降,必须使用DPVR原生SDK才能清晰显示,希望VIU能像适配WaveVR那样增加DPVR的适配,这样能直接使用VIU的操作

I just found Mock HMD in the Virtual Reality SDK list in Unity Player settings. I started to look around to see what else is available, and I found this....

The usage in ColliderEventCaster Update and FixedUpdate method below: ``` eventData.draggingHandlers.RemoveAll(CannotHandlDragAnymore); ``` Due to C# boxing problem, it cause GC.Alloc in each time when Update and FixedUpdate has been triggered.

When using the Oculus driver this works as expected if(ViveInput.GetPressDown(viveRole, shootButton)) { Debug.Log("Bang"); } else if(ViveInput.GetPressUp(viveRole, shootButton)) { Debug.Log("UP"); } but when using the openvr driver, there is about a...

// The controller we want to look up the type on uint deviceIndex = GetComponentInParent().viveRole.GetDeviceIndex(); Debug.Log("Check controller type: " + VRModule.GetDeviceState(deviceIndex).deviceModel + " ID: " + deviceIndex); Output: Check controller...

On the wiki ( https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/SteamVR-Input-System-Compatibility ), you said ".. there is no default bindings applied. If someone knows how to do that, please let us know", I might of miss...

SDK: Wave VR 3.2.0 Vive Input Utility 1.12.0 Unity version: 2018.4.9 Vive Focus Plus TestScene:UGUI There is no problem in VR, but it is invalid in Unity

Using URP, controllers are currently pink, even after overriding the shader on render model hook script: ![image](https://user-images.githubusercontent.com/140221/92932775-5a042b00-f413-11ea-9825-0472273d5561.png) ![image](https://user-images.githubusercontent.com/140221/92932840-74d69f80-f413-11ea-8455-e4a8d8b9c05d.png) ![image](https://user-images.githubusercontent.com/140221/92932877-8029cb00-f413-11ea-8be7-3ba1a2ec1f42.png) ![image](https://user-images.githubusercontent.com/140221/92932899-88820600-f413-11ea-91f2-c34c795882c6.png) Expected behavior when over riding shaders, is that they are...

I rebuilt my main project a few months ago, and have been doing a lot of oculus dev with it. I just imported SteamVR to see it it resolves the...

Debug.Log(ViveInput.GetTriggerValue(viveRole)); when the trigger is half way pressed in, its displays a value of 1. Additionally reading the trigger button activates at this time, instead of when the actual button...