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nsosa

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  1. Hi Mark, Thank you again for your response. I previously only had the VIVE Wave OpenXR Plugin - Android plugin but have now added the Windows version though it still gives the same issue of only tracking the headset from what I can tell. I did however add a Player Input component to the scene and that seems to have now done the trick. I think I had one previously so it may have indeed been the missing plugin but I'm not sure. Thank you for your help!
  2. Hi Mark, Thank you for your response. I have no issue getting the connection up and running, but it seems as though Unity can not detect me controllers. I have gone through multiple tutorials and all result the same. While using SteamVR as the plugin in unity there were no issues, but while attempting to use OpenXR it only detects the headset. Is there a project that exists that I can use as a framework to see if I'm just missing something?
  3. Hi all, I am currently having an issue with developing an application in Unity for the VIVE Focus 3. As I understand it, if you intend to be able to run the application natively on the headset it must be build to Android, meaning you can't use SteamVR (if I am incorrect please let me know how I would do this correctly). I had little trouble setting up the controls for SteamVR but now that I am attempting to use the OpenXR and WAVE Sdk, Unity no longer detects my controllers though it does detect the headset. I've tried many different tutorials and feel as though I must be missing something but am not sure what it is. I am also doing the connection via USB C as opposed to wirelessly so I am unsure if this is the cause of the issue, so if anyone has done this with the wired connection I would like to here your experience. Any suggestions or clarity on how to properly set that up would be greatly appreciated.
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