But certainly happy to take any Pull Requests/Community contributions We have a UE plugin ready, and depending on resources (time mostly) looking at having a Unity and Godot one as well there. Our goal btw is to have engine plugins available for our and partner extensions available here: is that something that can be accessed easily on the C# end? If the engine can handle custom device spaces and action poses for you and you just provide the paths, that'd be ideal/easier of course if you're not keen on delving too deeply with openxr calls. In the UE plugin, we've handled most of the openxr calls for as less reliance on the engine as possible: To get the poses, either your plugin or the engine needs to create the appropriate spaces for the device and do the appropriate openxr calls. There is an event we emit when trackers are connected, and if you can listen to this event somehow that'll show you when and which trackers are connected, here's a sample from the UE plugin: user/vive_tracker_htcx/role/left_foot/input/grip/pose I'm not too familiar with the hooks available for OpenXR plugins in Unity, I can't see much from the code you have here but they all seem sound.Īssuming you have properly mapped the physical tracker to a specific role in the SteamVR dashboard, one thing to note about tracker paths is you need to use full paths such as: I m stuck for 3 days, can anyone give me an idea or path to follow, please? Please verify that you have SteamVR installed, your hmd is functioning, and OpenVR Loader is checked in the XR Plugin Management section of Project Settings." Then I can interact with the object, I can grab etc.īut the problem is, when I de-select Open VR Loader checkbox in the settings, I loose SteamVR and I loose VIVE Tracker (the object I assigned the tracker stays there) (At this point Open VR Loader and Open XR selected together) Then I install OpenXR and check "Open XR" in "XR Plugin Management" settings. Object is there, controllers are there but I can not interact with the object. Now I expect to grab the object when I run the app. Then I want to add objects that I can grab. Note: I also add collision to controller and selected trigger in collision component I play the project and I can see the controllers, also hands. I removed the Ray interactors and add Direct Interactor (because I want to use hands prefabs). Then I add an object and add the "Steam VR _Tracked Object" component to track VIVE trackers and it tracks the object. When I install SteamVR SDK (via package manager or GitHub unitypackage doesn't matter), it checks "OpenVR Loader". I have a project that I need to use HTC VIVE Trackers. Unity version 2020.03 or if you have suggestions?
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