Reply Lives Matter Posted September 3, 2021 Share Posted September 3, 2021 (edited) As title. I'm trying to get the callback from ViveInput.AddClick but it seem not working to me. And the device I'm testing is oculus quest 2. Here is my testing code. controllerButtons is created by my own code it was a array of all enum of ControllerButton. private void Start() { var everyHandEvent = ControllerEventData.HandEvent.Everything; var controllerButtons = everyHandEvent.GetAllFlagBits().Cast<ControllerButton>().ToArray(); HandRole[] everyHandRoles = new HandRole[] { HandRole.RightHand, HandRole.LeftHand, HandRole.ExternalCamera, HandRole.Controller3, HandRole.Controller4, HandRole.Controller5, HandRole.Controller6, HandRole.Controller7, HandRole.Controller8, HandRole.Controller9, HandRole.Controller10, HandRole.Controller11, HandRole.Controller12, HandRole.Controller13, HandRole.Controller14, HandRole.Controller15, }; foreach (var handRole in everyHandRoles) { foreach (var button in controllerButtons) { ViveInput.AddPressDown(handRole, button, () => RuntimeDebug.Log($"HandRole={handRole},\r\nButton={button}")); ViveInput.AddPress(handRole, button, () => RuntimeDebug.Log($"HandRole={handRole},\r\nButton={button}")); ViveInput.AddPressUp(handRole, button, () => RuntimeDebug.Log($"HandRole={handRole},\r\nButton={button}")); ViveInput.AddClick(handRole, button, () => RuntimeDebug.Log($"HandRole={handRole},\r\nButton={button}")); } } } Edited September 3, 2021 by Reply Lives Matter Link to comment Share on other sites More sharing options...
chengnay Posted September 3, 2021 Share Posted September 3, 2021 @Reply Lives Matter Is VIU's example scene work fine on your Oculus Quest 2? Just want to be double check that your project can get all button inputs with VIU. Link to comment Share on other sites More sharing options...
Reply Lives Matter Posted September 3, 2021 Author Share Posted September 3, 2021 @chengnay I can't test the scene now, but hand gesture callback work fine in my project. I will test the sample scene ASAP. Link to comment Share on other sites More sharing options...
Reply Lives Matter Posted September 3, 2021 Author Share Posted September 3, 2021 @chengnay It's still not working at sample scene "Collider Event" either my project or the new project for testing. Link to comment Share on other sites More sharing options...
chengnay Posted September 3, 2021 Share Posted September 3, 2021 @Reply Lives Matter How about add this patch to your project? Will it work? Link to comment Share on other sites More sharing options...
Reply Lives Matter Posted September 3, 2021 Author Share Posted September 3, 2021 @chengnay After the patch, Dice can change its color when I press the trigger, but still can't grab it on. I also test the ViveInput on my project, but it was still not working to me. Link to comment Share on other sites More sharing options...
chengnay Posted September 3, 2021 Share Posted September 3, 2021 @Reply Lives Matter Could you list all the plugin versions that you installed in your project? For example, VIU, Oculus Integration... etc. Link to comment Share on other sites More sharing options...
Reply Lives Matter Posted September 3, 2021 Author Share Posted September 3, 2021 (edited) @chengnay these were the packages I installed And Oculus Integration version is 29.0 Edited September 3, 2021 by Reply Lives Matter Link to comment Share on other sites More sharing options...
chengnay Posted September 3, 2021 Share Posted September 3, 2021 @Reply Lives Matter I will borrow Quest 2 device next Monday and test on my side. Sorry for the inconvenience. Link to comment Share on other sites More sharing options...
Reply Lives Matter Posted September 3, 2021 Author Share Posted September 3, 2021 @chengnay Since I switch the platform to WaveVR and switch back to Oculus Android, It can work perfectly now. And seem like it doesn't require the patch. Thank for your help. Link to comment Share on other sites More sharing options...
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