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VIVE_chengnay

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Posts posted by VIVE_chengnay

  1. Hi @AEntropy,

    I just tested and I can get inputs from "Held in Hand" role.

    Did you test by using SteamVR > Settings > Controllers > Test Controller

    image.png.3afcd02d6449f562f30fb7c02e323363.png

    NOTE: I just tested with other roles(Left Shoulder) and it did show up in "TEST CONTROLLER", but in content, I couldn't get input.

    By the way, I use VIU's UGUI example scene in my test.

    If you installed VIU, could you also try this too?

  2. On 8/24/2023 at 3:09 PM, VIVE_chengnay said:

    For URP part (pink),

    I found this link, please refer to the shader mappings and manually replace to corresponding URP shader.

    Summarized as follows,

    1. Make a copy of hand models from VIU or Wave plugin

    2. To resolve the pink color issue, please refer to the above link and replace corresponding URP shader.

    3. Insert your custom models into RenderModelHook accordingly.

    For this case, choose WaveTrackedHandRight and WaveTrackedHandLeft.

    image.thumb.png.cda8134031e76afdc1da222e35eefbbb.png

    image.png.2c464f9593da40c75160594c9766212c.png

    • Thanks 1
  3. Hi @JulienActiveMe,

    I don't think there is bug, it is just how it should work for NetCode.

    I reference to some samples online and came up with my own solution.

    https://github.com/dilmerv/UnityMultiplayerPlayground/tree/master

    https://medium.com/eincode/getting-started-with-multiplayer-player-movement-f9f7f6a4217

    By the way, if there is bug, this should be NetCode related bug, you should ask Unity instead. 🙂

  4. image.thumb.png.493d3e3ab331491863a82639049e5775.png

    public class PlayerControl : NetworkBehaviour
    {
        public int speed;
    
        // Update is called once per frame
        void Update()
        {
            if (!IsOwner) return;
    
            var hmdPose = VRModule.GetCurrentDeviceState(0);
            if (!hmdPose.isPoseValid) return;
    
            transform.position = hmdPose.position;
            transform.rotation = hmdPose.rotation;
        }
    }

    By the way, I am using Vive Input Utility.

    Let me know if you have further question. 🙂

  5. To clarify your question,

    You get the event(status of proximity sensor) and do Application.Quit().

    I assume you will get status from proximity sensor right after you took off the HMD?

    You mentioned three more mins(should be the same as I mentioned above that OnApplicationPause will take 3 mins to trigger after HMD off).

    May I know the LBE settings, what is this about?

    Is this settings in Vive headset?

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