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_jthiessen

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Posts posted by _jthiessen

  1. 11 hours ago, VIVE_chengnay said:

    I don't quite get what you mean by controller canvas is backwards?

    Are you able to provide comparison between using HMD and without HMD? Thanks!

    One more question regarding pointing left, it looks to me it is pointing to right instead of left.

    This image is from Unity where I am holding the Vive controller pointing straight up and down with the trackpad facing me (as one would traditionally hold the controller). The text attached to the game object is backward.

    spacer.png

     

    This image is in Unity with me holding the controller straight up and down with the trigger facing me, (an uncomfortable, untraditional way to hold the controller). This, however, results in the text facing the correct way.

    spacer.png

     

    And you are correct about the fact that when I point the controller left, it looks as if it is pointing right. This is the problem I am having, the controllers calibration/orientation seems to be 180 degrees wrong. Again, in the photo below I am pointing my controller to the left, but it is showing it pointing right.

    spacer.png

     

    It is almost as if the angle of view in the VR View is facing the player with the controller, not the point of view of the player. Thus rendering the left and right and top and bottom orientation backwards or 180 degrees out.

  2. 1) Here is the controller in SteamVR Display. The controller is pointing straight to my monitor.spacer.png

    2) The controller is pointing to the left

    spacer.png

    3) In Unity using OpenXR the controller is pointing forward to the screenspacer.png

    4) In Unity pointing left

     spacer.png

    5) In Unity pointing up. (notice the controller canvas is backwards, as if we are looking at it from below)spacer.png

  3. 14 hours ago, VIVE_chengnay said:

    Hi @_jthiessen,

    How did you setup for Null HMD?

    Is everything works well for HMD case?

    Could you list the verions of Unity Editor, Steam VR and plugins that you installed in your project?

    Thanks!

    Hey @VIVE_chengnay

    For Null HMD set up I adjusted 2 scripts:

    1. Steam>steamapps>common>SteamVR>resources>settings>default.vrsettings

    "steamvr": {
            "requireHmd": false,
            "forcedDriver": "null",
            "activateMultipleDrivers": true,

    2. Steam>steamapps>common>SteamVR>drivers>null>resources>settings>defaul.vrsettings

    "driver_null": {
            "enable": true,

    I also removed:

    "driver_null": {
    	"windowX": 0,
            "windowY": 0,
            "windowWidth": 2160,
            "windowHeight": 1200,

     

    The controllers appear to be oriented properly while using SteamVR with the headset.

     

    Software versions:

    Steam - 1696019606

    SteamVR - App ID 250820, Build ID 12437937, using beta - SteamVR Beta Update

    Unity Editor 2022.3.4f1

    Using OpenXR 1.8.2 plugin in Unity

  4. I am using a similar setup. USB tracking dongle, Null HMD driver, HTC Vive controller.

    Everything is working well except I can't orient the controller to match the direction it is pointing in real life. I've run the room setup, however, in SteamVR and in Unity the controller tends to be 180 degrees backwards...

    I'm not sure what is going wrong. I could potentially reorient the controller in Unity, however, that would likely create many issues down the road. Ideally the base calibration of the controller is accurate.

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