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AwesomeJerry

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  1. Yeah `/input/grip/click` is not correctly mapepd to `/user/shoulder/right/input/grip`. I guess in OpenXR `/input/grip` is for pose (tracker location), but in Vive tracker `/input/grip` is for the third pin. ... { "inputs" : { "click" : { "output" : "/actions/ue4/in/vive-tracker-squeeze-tracker_shoulder_right" } }, "mode" : "button", "path" : "/user/shoulder/right/input/grip" }, ... Good to know that the menu button is fixed!
  2. Hey Pascal, the new release fixes one of the issue of mine, it's now producing multiple entries instead of duplicates of the first one. However, the `application_menu` mapping is still broken for me. In their SteamVR 2.5 release, they said `Fix Vive tracker menu pogo pin not being mapped correctly for OpenXR apps.`. Are you seeing the same issue as well? Also, the `/input/grip/click` path is not working 😞
  3. Hey @PascalOtto, I hope the newest SteamVR solves the issue you were facing. It is, however, still not working for me 😞 Steam :: SteamVR :: SteamVR Beta Updated - 2.5.4 (steamcommunity.com)
  4. Hi Pascal, sorry I don't know if it's a Vive or SteamVR problem. We ended up making our tool to modify steamvr.vrsettings to use our custom bindings instead of adding suggested bindings from our games. Yeah it'll be great if we can get Vive devs attention here...
  5. Not sure if it's related, but I face weird behavior as well. If I try to add multiple bindings to the same tracker role, it tries to add the first bindings for all actions. For example, if I add the following: Bindings.Add(XrActionSuggestedBinding{ Tracker.GripAction, GetPath(InInstance, Role + "/input/grip/pose") }); Bindings.Add(XrActionSuggestedBinding{ Tracker.TriggerAction, GetPath(InInstance, Role + "/input/trigger/click") }); The output of the bindings ends up with: ... "poses" : [ { "output" : "/actions/ue4/in/vive-tracker-grip-tracker_shoulder_right", "path" : "/user/shoulder/right/pose/raw" }, { "output" : "/actions/ue4/in/vive-tracker-grip-tracker_shoulder_right", "path" : "/user/shoulder/right/pose/raw" } ] ... See the records are duplicated, and if I add three actions, there will be three identical records. And if I change the order: Bindings.Add(XrActionSuggestedBinding{ Tracker.TriggerAction, GetPath(InInstance, Role + "/input/trigger/click") }); Bindings.Add(XrActionSuggestedBinding{ Tracker.GripAction, GetPath(InInstance, Role + "/input/grip/pose") }); I get the following: ... "sources" : [ { "inputs" : { "click" : { "output" : "/actions/ue4/inavive-tracker-trigger-tracker_shoulder_right" } }, "mode" : "button", "path" : "/user/shoulder/right/input/trigger" }, { "inputs" : { "click" : { "output" : "/actions/ue4/inavive-tracker-trigger-tracker_shoulder_right" } }, "mode" : "button", "path" : "/user/shoulder/right/input/trigger" } ] ... I tried to add bindings to different profiles ("/interaction_profiles/khr/simple_controller", "/interaction_profiles/htc/vive_controller", "/interaction_profiles/htc/vive_tracker_htcx"), only "/interaction_profiles/htc/vive_tracker_htcx" has this issue.
  6. The document states that the VIVE Pro series supports Hand Tracking on UE. However, I cannot get it to work with the sample project. The camera is enabled in SteamVR and the Camera Test has passed. The sample project works well with Focus 3, so I suspect it's more of a hardware or setup issue. Hand Tracking - Developer Resources (vive.com) Download: OpenXR for Unreal - Developer Resources (vive.com)
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