VR Venelles Posted July 9 Share Posted July 9 Hi, I'm developing a VR project for the XR Elite in Unity. Initially, this project was designed for the VIVE Cosmos in which it works well. I understand that, in order for the build to work properly, we need to install Wave XR to our Unity project. So I did, and right after, I get the following error: ArgumentException: Expected control 'pose' to be of type 'PoseControl' but is of type 'PoseControl' instead! Parameter name: path UnityEngine.InputSystem.InputControl.GetChildControl[TControl] (System.String path) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Controls/InputControl.cs:677) Wave.XR.ViveWaveSelfTracker.FinishSetup () (at Library/PackageCache/com.htc.upm.wave.xrsdk@dd738b632a/Runtime/ViveWaveSelfTracker.cs:163) UnityEngine.InputSystem.InputControl.CallFinishSetupRecursive () (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Controls/InputControl.cs:1064) UnityEngine.InputSystem.Layouts.InputDeviceBuilder.Setup (UnityEngine.InputSystem.Utilities.InternedString layout, UnityEngine.InputSystem.Utilities.InternedString variants, UnityEngine.InputSystem.Layouts.InputDeviceDescription deviceDescription) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Devices/InputDeviceBuilder.cs:60) UnityEngine.InputSystem.InputDevice.Build[TDevice] (System.String layoutName, System.String layoutVariants, UnityEngine.InputSystem.Layouts.InputDeviceDescription deviceDescription, System.Boolean noPrecompiledLayouts) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Devices/InputDevice.cs:955) UnityEngine.InputSystem.InputManager.RecreateDevice (UnityEngine.InputSystem.InputDevice oldDevice, UnityEngine.InputSystem.Utilities.InternedString newLayout) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:716) UnityEngine.InputSystem.InputManager.RecreateDevicesUsingLayout (UnityEngine.InputSystem.Utilities.InternedString layout, System.Boolean isKnownToBeDeviceLayout) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:608) UnityEngine.InputSystem.InputManager.PerformLayoutPostRegistration (UnityEngine.InputSystem.Utilities.InternedString layoutName, UnityEngine.InputSystem.Utilities.InlinedArray`1[TValue] baseLayouts, System.Boolean isReplacement, System.Boolean isKnownToBeDeviceLayout, System.Boolean isOverride) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:526) UnityEngine.InputSystem.InputManager.RegisterControlLayout (System.String name, System.Type type) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:374) UnityEngine.InputSystem.InputSystem.RegisterLayout (System.Type type, System.String name, System.Nullable`1[T] matches) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputSystem.cs:246) UnityEngine.InputSystem.InputSystem.RegisterLayout[T] (System.String name, System.Nullable`1[T] matches) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputSystem.cs:267) UnityEngine.XR.OpenXR.Input.OpenXRInput.RegisterLayouts () (at Library/PackageCache/com.unity.xr.openxr@1.5.3/Runtime/input/OpenXRInput.cs:141) UnityEngine.XR.OpenXR.Input.OpenXRInput.<RegisterFeatureLayouts>g__OnFirstFrame|7_0 () (at Library/PackageCache/com.unity.xr.openxr@1.5.3/Runtime/input/OpenXRInput.cs:129) UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <6a5b55f2e18b419e9faedac06ac6af94>:0) This causes that, when I hit Play in the editor, the system won't detect/track any of my controllers or headset. Also, after hitting play I get 3 similar errors like the following: ArgumentException: Expected control 'pose' to be of type 'PoseControl' but is of type 'PoseControl' instead! Parameter name: path UnityEngine.InputSystem.InputControl.GetChildControl[TControl] (System.String path) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Controls/InputControl.cs:677) Wave.XR.ViveWaveSelfTracker.FinishSetup () (at Library/PackageCache/com.htc.upm.wave.xrsdk@dd738b632a/Runtime/ViveWaveSelfTracker.cs:163) UnityEngine.InputSystem.InputControl.CallFinishSetupRecursive () (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Controls/InputControl.cs:1064) UnityEngine.InputSystem.Layouts.InputDeviceBuilder.Setup (UnityEngine.InputSystem.Utilities.InternedString layout, UnityEngine.InputSystem.Utilities.InternedString variants, UnityEngine.InputSystem.Layouts.InputDeviceDescription deviceDescription) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Devices/InputDeviceBuilder.cs:60) UnityEngine.InputSystem.InputDevice.Build[TDevice] (System.String layoutName, System.String layoutVariants, UnityEngine.InputSystem.Layouts.InputDeviceDescription deviceDescription, System.Boolean noPrecompiledLayouts) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/Devices/InputDevice.cs:955) UnityEngine.InputSystem.InputManager.RecreateDevice (UnityEngine.InputSystem.InputDevice oldDevice, UnityEngine.InputSystem.Utilities.InternedString newLayout) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:716) UnityEngine.InputSystem.InputManager.RecreateDevicesUsingLayout (UnityEngine.InputSystem.Utilities.InternedString layout, System.Boolean isKnownToBeDeviceLayout) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:608) UnityEngine.InputSystem.InputManager.PerformLayoutPostRegistration (UnityEngine.InputSystem.Utilities.InternedString layoutName, UnityEngine.InputSystem.Utilities.InlinedArray`1[TValue] baseLayouts, System.Boolean isReplacement, System.Boolean isKnownToBeDeviceLayout, System.Boolean isOverride) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:526) UnityEngine.InputSystem.InputManager.RegisterControlLayout (System.String name, System.Type type) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputManager.cs:374) UnityEngine.InputSystem.InputSystem.RegisterLayout (System.Type type, System.String name, System.Nullable`1[T] matches) (at Library/PackageCache/com.unity.inputsystem@1.7.0/InputSystem/InputSystem.cs:246) Wave.XR.ViveWaveSelfTracker.Initialize () (at Library/PackageCache/com.htc.upm.wave.xrsdk@dd738b632a/Runtime/ViveWaveSelfTracker.cs:115) Things that I've done: - Updated Wave Installer to the last version using VIVE window in Unity - Updated OpenXR Installer to the last version using VIVE window in Unity - Checked "WaveXR" in XE Plug in Management for both Windows and Android - Checked "Both" for the "Active Input Handling" parameter in Player> Other Settings - Verified that my Interaction Profiles are active (currently using HTC Vive Controller Profile and VIVE Cosmos Controller Interaction). I don't really know what else I could do so any help would be highly appreciated! Thank you Link to comment Share on other sites More sharing options...
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