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pseltmann

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  1. I can also confirm that the position as well as the rotation of the headset work with the other tracked pose driver. There are no issues with other headsets like the Quest 2 so far. For those who wants to check the characteristics of the connected devices (headset as well as controllers), you can simply use this: foreach (var inputDevice in InputSystem.devices) { var name = inputDevice.displayName; var capabilities = inputDevice.description.capabilities; var text = $"{GetType()}: {name} {capabilities}"; Debug.Log(text); } capabilities is a json string containing the mapping between vive naming and content naming. Here is an exmaple for the Focus 3 Headset and the right controller: https://gist.github.com/PhiSel/97652859e494a97e1db6a4954c8afefe You can update the WaveDeviceLayouts depending on your needs with these information.
  2. Hi @smeer, I tried your solution B and got it partially working. The controllers are correctly tracked and can be seen in the headset, yet the position and rotation of the headset isn't tracked. We use this setup: Vive Focus 3 Vive Wave XR Plugin 4.1.1 Input System 1.0.2 Unity 2020.3 LTS XR Interaction Toolkit WaveDeviceLayouts.cs from github The scene contains a simple action-based XR Rig that just works fine with an Oculus Quest 2. Do you have an idea why the headset is not tracked?
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