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pjchardt

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Posts posted by pjchardt

  1. @chengnayOculus App Version 26.1.0.41.502 (26.1.0.41.502) SteamVR 1.16.8

    • deviceClass: Controller
    • serialNumber: 1PASH9A55N9485_Controller_Right
    • modelNumber: Quest (Right Controller)
    • renderModelName: oculus_quest_controller_right

    Line 235 in VRModuleBase.cs is hit in the switch statement when assigning device. 

    deviceState.deviceModel = VRModuleDeviceModel.OculusTouchRight;

    Looks like the logic assumes either Touch or Rift S?

  2. I looked into things a bit further.

    When I enable the Oculus Plugin in XR Plugin Management, I do get the device names. However, I can no longer open the SteamVR overlay using the menu button. I am guessing this is because it finds and loads the Oculus Plugin first, is this correct? That in this case it is not running SteamVR?

    When not enabling Oculus Plugin and just enabling OpenVR, I get device names for Touch controllers (when testing on the rift), but not Quest controllers (when testing on Quest using Oculus Link).

    This is a problem for joystick input, as joystick input is not working, and I can't hack a temporary workaround because the game doesn't know it is using a Quest controller at runtime (query returns "unknown").

    This is also an issue for applying correct controller offsets...at least I have not found a good solution to account for controller offsets on SteamVR other than by looking at device name, which I cannot do for Quest.

     

  3. @chengnayI have SteamVR Unity Plugin installed -> SteamVR Unity Plugin - v2.7.3 (sdk 1.14.15) ...Sorry I forgot to include in my last reply.

    Rift joysticks have correct values. Just not Quest controllers when running through Oculus Link. Additionally, when I query the device model, I get "unknown" for the controllers.

    VRModule.GetDeviceState(ViveRole.GetDeviceIndexEx(m_handRole)).deviceModel;

     

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