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Posts posted by arnesdn
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Hi @Alex_HTC
We're not on the android platform. We're on PC using steamVR and VBS -
Managed to get this working, had to enable hand tracking in the VBS console, and enable hand tracking in the headset' local settings. Maybe adding this in the documentation would be interesting @htc? Took me a while to figure that out.
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I'm working with Unity 2021.3.4, Vive open xr windows 1.0.8 and open xr 1.4.2.
Once I add the 'htc vive focus3 controller support' to the interaction profiles in the xr plugin management window, there is no tracking whatsoever for my controllers. If I remove the focus3 from the interaction profiles and I add the 'HTC Vive Cosmos controller support' to the interaction profiles, all works great.
I can use my controller atm but this doesn't seem right since I'm using a focus3. Maybe a fix for this would be nice.
To test: download the open xr plugin controllers' sample. Open the test scene and remove all interaction profiles except focus3, run the demo and you'll see no controller, remove it and add the htc vive cosmos, play, and you'll see input for the controller.
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I'm using Unity 2021.3.4.
Vive OpenXR Plugin -Windows 1.0.8.
I imported the handtracking example and opened the handtrackingscene. Whenever I start that scene, the skeleton hand takes the position of my controller. It never recognises my hand and does nothing whatsoever.
https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/
I also followed the tutorial above but that doesn't seem to fix anything.
We are also using steamVR business streaming and hand tracking is enabled in the vive business streaming section. Pretty sure this is a VIVE bug.
Anyone that has managed to get this working?
Kind regards,
Arne
[PC VR/VBS] VIVE Streaming MR with passthrough
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Is it possible to use VIVE Streaming MR with passthrough with a Unity URP Project?