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A toolkit that helps developing/prototyping VR apps.

Results 118 ViveInputUtility-Unity issues
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With the Oculus SDK installed, and Rift selected as the controller to bind this error shows in the console: Oculus Rift CV1 TrackingReference:System.ArgumentException: An element with the same key already...

bug

Unity 2018.2.0f2 (Oculus only supports versions below 2018.3 VIU 1.10.2 (Current) Oculus Integration 1.32.1 (Current) created a new project with all of the above, loaded example scene, tested with mixed...

Sometimes when I play the scene the ViveRig doesn't track the controllers or trackers, only headset. The trackers roles were set following [this](https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/SteamVR-Input-System-Support). All the hardware is detected and working...

Hi, I am trying to get the camera input from Logitech USB Cam and displaying onto a quad inside Unity. The Camera Input on a quad is scaled 3 times...

I recently started testing for rift support, sometimes the rift controllers are identified as one device, and at other times they get identified as a different rift device. The issue...

bug

I'm borrowing a rift from a friend to make some software updates, the 1st issue I ran into when I started testing, is the controller angle is vastly different of...

There is a problem with the Gear VR does not work inputs with the gear vr controller. Looking for a problem, I discovered that in the OculusVRModule.cs the controller is...

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...

Previously we would read in with a command like: if (ViveInput.GetPressDown(viveRole, ControllerButton.AKey)){ // lets move } in steamvr 2.0+ we now define a move role ![image](https://user-images.githubusercontent.com/140221/50379505-194df800-0619-11e9-854e-d5cc75b8959e.png) but how do we...