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Lacota

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Everything posted by Lacota

  1. I had to restart everything. I have since switched from Windows to Android and Open XR to Wave XR and that seems to resolve the issue. Initially, I had a number of problems implementing Wave because of some issues, so I went back and cleared them and managed to get it working. I may need to use windows on a future project but this should work for now.
  2. Running XR-Interaction-Toolkit-Examples for the first time in a session works fine but after stopping and restarting the tracking on my controllers is lost. Not only are their positions incorrect but their x and z axis seem to be swapped. Lifting the controllers causes them to move to the right. The only way to fix them is to close and reopen unity, steamvr and vive hub. Other dev demos have the same issue. The problem goes away when returning to steamvr home or other games but resumes if I go back into my game. Unity 2022.2.14 OpenXR - Vive XR Support - Android
  3. Running XR-Interaction-Toolkit-Examples for the first time in a session works fine but after stopping and restarting the tracking on my controllers is lost. Not only are their positions incorrect but their x and z axis seem to be swapped. Lifting the controllers causes them to move to the right. The only way to fix them is to close and reopen unity, steamvr and vive hub. Other dev demos have the same issue. The problem goes away when returning to steamvr home or other games but resumes if I go back into my game. Unity 2022.2.14 OpenXR - Vive XR Support - Android
  4. Is wave what you would recommend for new Unity development for the Vive XR Elite? If so, I can not get that even remotely working. Still struggling with OpenXR but much further along than with Wave. Position and orientation of controllers is a problem for me with OpenXR but I can't even get Wave samples to run.
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