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Posts posted by InfiniteVR
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Hi @chengnay,
I posted some screenshots of my manager vive trackers in steam VR Settings, please se my first post on page3..
Concerning the json changes, i reverted them, so the tracker i as tracker again and not a controller 😉
VIU Plugin version : yes i did a mistake, it was 1.11.0 and not 1.0.11
Here is a link to download the Unity Project :https://we.tl/t-6O96Vz2mjs
I started from a blank unity project, imported VIU, then, Steam VR.
The scene you should open is named "MultiTrackers" and is under the "Assets/_MultiTrackers/Scenes/" folder
I took the VUI example scene "Assets\HTC.UnityPlugin\ViveInputUtility\Examples\7.RoleBindingExample\RoleBindingExample.unity" as a start and added some cubes and the "TrackerFollow.cs" script i made to track the different trackers.
I associated the trackers roles with the VIU roles panel (VIUBindingInterface) then tested the pogo pin input on the trackers :
When using only two trackers (without controllers), connecting pin 2 and 6 (menu button) with a wire works nicely on both of them (The cubes scale up )
When i add more trackers or the controllers, the pogopin input will not work consistently anymore.
If you need more info i can make a video to show exactly the problem and how it is reproduced step by step
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I did some further investigation with 6 trackers at the same time.
Here are the results :
The tests are with the two controllers turned off.
- Test1 : Connect all the trackers at the same time, launch my Unity App : No input at all is detetected (reproduced 3 times)
- Test 2 : turn off all the tracker, turn on tracker n°1 : Trigger is detected on tracker 1 : OK
- Test 2 : turn on tracker n°2 ; Trigger is detected on tracker 1 & tracker 2 : OK
- Test 3 : Turn on tracker n°3 ; Trigger is only detected on Tracker 1 & 2 not the n°3 : NOK
- Test 4 : Turn on tracker n°4 : trigger is only detected on Tracker 1 and tracker 3 !!!??!! : NOK
- Test 5 : Turn on tracker n°5 : trigger is only detected on Tracker 1 and tracker 4 !!!??!! : NOK
- Test 6 : Turn on tracker n°6 : trigger is only detected on Tracker 1 and tracker 5 !!!??!! : NOK
So thats very strange behaviour.... and i could reproduce it with different tracker orders.
I have only 2 trackers at the same time that can trigger input with pogo pins
Sometimes they don't work at all( when i start all the trackers simultaneously before playing the Unity App)
Some more precisions : i used the VIU RoleBindingExample scene to assign tracker numbers from one to 6.
The 6 trackers are correctly positionned in the scene.
I use the following code to detect trigger press :
bool triggerPressed = ViveInput.GetPress(m_ViveRole, ControllerButton.Trigger);
as it does not always work, i also use
bool menuPressed = ViveInput.GetPress(m_ViveRole, ControllerButton.Menu);
which works in all scenarios when there are only 2 trackers at the same time.
The m_ViveRole variable is assigned in the inspector :
public ViveRoleProperty m_ViveRole;
overall the code looks like this :
public class TrackerFollow : MonoBehaviour { public ViveRoleProperty m_ViveRole; private void Update() { gameObject.transform.position = VivePose.GetPose(m_ViveRole).pos; gameObject.transform.rotation = VivePose.GetPose(m_ViveRole).rot; bool menuPressed = ViveInput.GetPress(m_ViveRole, ControllerButton.Menu); if (menuPressed) { Debug.Log("MenuPressed"); } bool triggerPressed = ViveInput.GetPress(m_ViveRole, ControllerButton.Trigger); float scale = 0.2f; if (triggerPressed || menuPressed) { Debug.Log("Scale!" + name); scale = 0.4f; } gameObject.transform.localScale = Vector3.one * scale; } }
This script is attached to cubes in the scene, each cube has its ViveRole property set to its corresponding tracker id. See screenshot in attachement.
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I have quite a similar problem and despite all my efforts i could'nt fix it.
I can only get input from two devices at the same time.
It depends of the order i connect them.
If i connect my two controllers, then my two trackers. Then I will only get trigger input from the controllers.
If i turn the controllers off, then i will be able to get the trigger input from the trackers using the Pogo Pins (by connecting the pin 2 and 4 with a wire)
My problem seems a bit different than the one you got @chengnay because it doesn't seem to be a unity problem : i can reproduce it using the input debuger tool of steam VR. (see attached screenshot)
I tried your fix Chengnay, but it didnt work. I also found this method on this post :https://www.reddit.com/r/beatsaber/comments/bn6e4u/ragesaqs_school_of_making_a_vive_tracker_maul/ involving changing the tracker json configuration file but it didn't work either.
Here are the versions i use
Unity version : 2019.3.7.f1
VIU plugin : could reproduce the problem on v1.0.6, v1.0.7 and v1.0.11 (downloaded directly on Github page)
SteamVR Plugin : 2.5.0 (sdk 1.8.19)
SteamVR Utility : 1.12.5
If needed i can send the Unity Project.
Help would be really appreciated as this limitation is a blocker for our project.Thank you
How to get input from tracker when the controllers are connected
in VIVE Input Utility
Posted
I found a solution. I changed the tracker role to a different for each one (left foot, right foot etc.) and I'm getting the input for the menu button even when the 2 controllers are connected ! I first tried it with the SteamVR beta version but it also seem to work on the normal 1.12.5 one.