tamasa Posted March 9 Share Posted March 9 (edited) Hi! We've encountered a problem in Unity with the Wave SDK and managed to reproduce in in the sample project. If I put the headset to sleep mode and turn it back on, the controllers don't regain tracking properly in a Unity app. If I press the home button, the controllers are properly tracked on the overlay, but not in-app. The issue if visible on the following recording I've made with the sample project provided by the SDK (Assets\Samples\VIVE Wave XR Plugin\5.1.1-r.4\XR\Controller). After coming back from sleep mode, the left controller is not tracked any mode. Looking at the UI display the controller's position readout is correct, the model is just not updating (the video resolution is low but the numbers showing the controller positions are correct). Strangely the only thing that works on the left controller is the thumbstick proximity sensor and pressing it, nothing else is updating. Unity Focus 3 tracking lost after sleep modec - GIF - Imgur Details: Unity 2021.3.16f1 Input System 1.4.4 VIVE Wave XR Plugin 5.1.1-r.4 VIVE Wave XR Plugin - Essence 5.1.1-r.4 VIVE Wave XR Plugin - Native 5.1.1-r.4 WaveXR Plugin provider turned on in XR Plug-in Management Edited March 9 by tamasa more info Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted March 10 Share Posted March 10 Hi @tamasa, Could you provide log for further investigation? Thanks! By the way, are you using Input Action to get controller position? Link to comment Share on other sites More sharing options...
tamasa Posted March 10 Author Share Posted March 10 Hi @chengnay! I'm using the sample project provided by the VIVE Wave XR Plugin. Looks like it's using a script called "ActionToVisibility" that indeed uses Input Action. Could you please check if you can reproduce the issue? How would I go about providing logs? Do you mean connecting to the headset and collecting the logs from android logcat? Link to comment Share on other sites More sharing options...
tamasa Posted March 14 Author Share Posted March 14 Hi @chengnay! Any updates about this? Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted March 15 Share Posted March 15 Hi @tamasa, It looks like you use the Assets > Samples > Wave > XR > XR > Controller > ControllerSample scene to test. This is a known issue caused by Unity Input System Since you already imported the Essence package, you can refer to another controller sample, e.g. Assets > Wave > Essence > Controller > Model > {version} > Demo > Scenes those will not encounter this issue. Sorry for the late response. 1 Link to comment Share on other sites More sharing options...
tamasa Posted March 16 Author Share Posted March 16 No worries, thanks for the answer! So does that mean the only way to avoid this issue is to use native Wave calls for input? That would be really inconvenient for us as we support multiple platforms. I've submitted a bug report to Unity about this. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted March 16 Share Posted March 16 Hi @tamasa, Regarding cross platform, I recommend you to use Vive Input Utility(VIU) which can lighten your work. One time coding and you can build your project for PCVR or mobile VR. Link to comment Share on other sites More sharing options...
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