Jump to content

Cannot use Focus 3 controllers with OpenXR in Unity


sn6783

Recommended Posts

Hello,

I'm new with OpenXR and trying to build APP with standalone mobile mode on Focus 3.

I've followed the tutorial at https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-started-openxr-mobile/ and OpenXR https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/manual/input.html

to make a simple scene just try to catch the right-hand controller position and trigger pressed.

I could successfully build the apk and run the APP in VR mode. BUT nothing happened when I moved the controller nor pressed the trigger. 

Then I tried to use the controller example of OpenXR plugin. Still, nothing worked with the controllers.

Could anyone give some suggestion how could I trouble shooting?

Thank you.



The following are my project settings, with Unity 2020.3.24f1, VIVE OpenXR plugin - Android 1.0.5 and OpenXR plugin 1.3.1 :


image.png.902e35d1de0090713a1d451382e42d3b.png


image.png.e9292bd887c07a736695192770305110.png

 

And the tracking settings for my own game object (if you need so):

image.png.bce975798b8db6b5136f61fc28a84678.png

image.png

image.png

Link to comment
Share on other sites

Howdy @sn6783

It looks like the action you're looking for is "RightHand/Trigger" or "LeftHand/Trigger"

By default, the controller sample doesn't use the trigger, so you'll have to add that to the eventsystem

image.thumb.png.c557c0bfca2cd81f1dc0381e60cc549b.png


To look at a more complete module, try checking out the xr interaction samples at https://github.com/ViveDeveloperRelations/XR-Interaction-Toolkit-Examples/tree/openxr_origin2

 

More or less, the position and rotation were tracked in the sample scene, but nothing else. So listening for a click wouldn't work. Funny enough, this is something that you can now configure with some of the new xr interaction profile defaults -- The 'starter assets' in the xr interaction toolkit https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/samples.html#starter-assets here - which should give you fully mapped controllers - thumbstick/buttons/triggers/grip/etc.

Link to comment
Share on other sites

Hi Alex,

Thanks for the reply.

The XR Interaction Toolkit seems work.

 

BTW, in my first project, I tried to set an input action for trigger and set it to some player input component and use the Fire event callback. (which I missed to post the setting in the first post)
The following was my input action. (A mouse left button action was used for testing the event in Unity Editor, which did work.)

image.png.fb45c0875137df364d0e7eb4e0475736.png

Also, I used the input system device tracker (as the first post) to do controller position tracking.
Both the trigger and the position tracker seemed not reacted.

Anyway, since the XR interact toolkit works, I will work with the toolkit first and leave this input system question behind.

Thanks for your help.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...