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jboss

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Posts posted by jboss

  1. Thanks for the explanation.

    You mention that the roles in SteamVR do not really matter. I am building a fullbody IK script based on the VIU and an old IKController script that works with animator.SetIkPosition() and SetIkRotation() and weights. I managed to get it working (had to do a little extra effort for the hip, since that is not an IK target in the animator), but currently I have the roles hardcoded (tracker1 is the hip, tracker2 is the left foot and tracker3 is the right foot).

    How is that order determined? It looks like it depends on the order in which you switch on the trackers, is that correct? And what happens if the headset goes to sleep when it is not used for a while? Or when I close my laptop and reopen it again? I remember from working with the SteamVR deviceIds directly that those actions could change the values of the deviceIds and thus mess up my IK.

    @chengnay

  2. I am using the touchpad to change parameters, but only when I click the pad, I am using this in two scenes and noticed that in one of them the click was detected twice or even three times. The difference was that in the scene where it was registred multiple times I had the code i FixedUpdate, while in the other scene I had the code in Update. When I moved the code from FixedUpdate to Update it worked fine also in the second scene.

    Here's the code I am using:

            if (ViveInput.GetPressDown(triggerHandRole, ControllerButton.Pad))

    where triggerHandRole indicates if the user is lefthanded or righthanded.

    When I added debug info, I saw that the click was registered at time x and then at time x+deltaTime, so for two frames after eachother. It was not detected after that until I removed my finger from the pad and clicked it again.

    For my scene it's no problem to move the code to Update, but I think it is somethig to investigate.

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