Playspace mover openvr not working2/6/2024 ![]() ![]() Next Make Sure you have the checkboxes in the "motion" tab selected for which hand/binding you are using.First Make Sure your Bindings Saved, Sometimes SteamVR does not save properly.NullReferenceException: Object reference not set to an instance of an objectĪt test.Update () in C:\Users\Curtis\Desktop\test\Assets\test. (Filename: C:/Users/Curtis/Desktop/test/Assets/SteamVR/Scripts/SteamVR.cs Line: 116) Test:Update() (at C:\Users\Curtis\Desktop\test\Assets\test.cs:25) SteamVR:get_instance() (at C:\Users\Curtis\Desktop\test\Assets\SteamVR\Scripts\SteamVR.cs:48) SteamVR:CreateInstance() (at C:\Users\Curtis\Desktop\test\Assets\SteamVR\Scripts\SteamVR.cs:80) SteamVR:ReportError(EVRInitError) (at C:\Users\Curtis\Desktop\test\Assets\SteamVR\Scripts\SteamVR.cs:116) ![]() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object) UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) This gives me an Interface not found with this log Log ( "gameobject cam obj pos after = " + cam. (How can you make Vive apps or kiosks elsewise?)ĭebug. It's really amazing this has not been widely addressed. Note that Unity's UnityEngine.VR.InputTracking.Recenter() command does nothing for Vive case. (note - some have reported you must wait a frame or two before the move in point 3 moves of wrappers we found it worked without that.) return the overall car to vehicle.rotation = temp now set the position/rotation of the camera-holder to the same as SallyPOV. Step 2: do the "Todd Wassen miracle solution" Step 1: make a note of the vehicle rotation, temp = vehicle.rotation, and set the vehicle.rotation = Quaternion.identity so that the car/sally is pointing along z-forward zero (also set Sally's sitting straight ahead, if she moves around, as relevant) (So, for example on the bridge of sally's nose and looking ahead.) Have an empty Transform with the exact desired position and rotation of the camera POV, call it SallyPOV. There is a model of the driver Sally, with her hands on the wheel and so on. However for us, After that, you sort of have to again move the camera to where it should be, that is to say the "user's" head. ![]() Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated) That'd just leave me figuring out the Vive specific camera positioning per the above post by the looks of it. If I include both libraries my Rift water reflection problems disappear and my head position is correct. If so this might explain the water reflection problems I've been having in the beta with OpenVR only + Rift headset. Is this not correct? If my title is supposed to support Vive and Oculus, do I need to include both libraries? The above post seems to suggest this is indeed the case. On a separate note, am I misunderstanding the OpenVR versus Oculus lib setting in the Unity 5.4 beta? I was under the impression that the OpenVR library was for both Oculus and Vive. Valve.VR.(Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated) So for the OpenVR SDK I used the following: This will work on the Oculus, but does nothing on OpenVR. To do this you can call the Unity Implementation like this: This is to make sure the user’s virtual and real body line up correctly. When making a seated experience like Don’t Let Go it’s often necessary to have the user Reset the Orientation / position. I've been up for 34 hours straight so will have to look at this tomorrow. Do I have to simply tell my customers to configure their SteamVR a certain way for this to work? That could potentially be a lot of extra support and frustration for them having to go fiddle with their SteamVR settings just to run my game comfortably while sitting. ![]() Not sure what I can do to restore it to how it worked before OpenVR where calling InputTracking.Recenter would reset the position and horizontal plane rotation to the game driver's head facing toward the front of the vehicle. The trouble is that in OpenVR my viewpoint is as though I'm standing on top of the game driver's head (probably according to my floor to camera distance in SteamVR relative to.what I'm not sure) instead of my head being positioned at the game driver's head like it worked in 5.3 (not OpenVR). What you said makes sense, I think it might have just been centering the rotation. I must have misinterpreted what it was doing. ![]()
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