wirelessdreamer Posted July 27, 2018 Share Posted July 27, 2018 after the auto update on Steam VR on 7/26 pogo pins stop being read in unity, and all programs that made use of the hyperblaster, and similar controllers. I tried configuring button press events to send the same buttons that used to be sent, but they had no effect. Does anyone have any information on how to make vive tracker pogo pins behave out they used to? I'm doing setup for a show i'll be at for the next 3 days, and it just broke everything i'm showing. Link to comment Share on other sites More sharing options...
HackPerception Posted July 27, 2018 Share Posted July 27, 2018 , This is suspected to be related to yesterdays SteamVR update (1532457017). We're currently investigating the behavior parallel to Valve. We just sent you an email, please keep on the lookout for it. Link to comment Share on other sites More sharing options...
wirelessdreamer Posted July 27, 2018 Author Share Posted July 27, 2018 I updated to the new hotfix, and am still seeing the issue. Link to comment Share on other sites More sharing options...
wywarren Posted July 28, 2018 Share Posted July 28, 2018 Running into this problem right now at VR hackfest in Taiwan after building my own custom VR guns too Link to comment Share on other sites More sharing options...
HackPerception Posted July 28, 2018 Share Posted July 28, 2018 & - I've sent you both detailed messages to the email addresses associated with your forum accounts. Please look out for that and let me know if you don't see it. Link to comment Share on other sites More sharing options...
HackPerception Posted July 29, 2018 Share Posted July 29, 2018 7.29 update: To anybody whom may be experincing issues with the 7.26 update, please see the following post: SteamVR Temporary Rollback 7.28.18 , Link to comment Share on other sites More sharing options...
Christo3191 Posted November 13, 2018 Share Posted November 13, 2018 Hello, Have you got some news about the integration of detection of POGO pins on the last official version of SteamVR? Curently I'm in the imposibility to use POGO pins of tracker AND Vive Wireless in same time (because last version of Vive Wireless is not compatible with the branch of program Steam VR. Thank you! Ps: If you want to know more about my problem I can communicate with you on private message. Link to comment Share on other sites More sharing options...
Rob Posted December 4, 2018 Share Posted December 4, 2018 Hi, did you manage to find a solution to this? The SteamVR hotfix beta isnt shown anymore and the pogo pins arent working on the lastest SteamVR update. Link to comment Share on other sites More sharing options...
qoobit Posted December 10, 2018 Share Posted December 10, 2018 Can confirm it has been removed from the betas and still broken in beta 1.1.4. Anything we can do other than do offline mode on the 7/26beta? Link to comment Share on other sites More sharing options...
Farsight Posted December 13, 2018 Share Posted December 13, 2018 Same here, in steamvr 1.1.4. I am unable to retreive a tracker input state in Unity. I am using directly openvr api without using the unity steamvr sdk (well, just SteamRender but no SteamVR_trackedDevice or SteamVR_ControllerManager etc.). What I don't understand is that OpenVR.IsInputAvailable return false in certain combinaison of devices connected (controller and/or tracker). Why the hell can't it just return the state regardless of what else is connected ?! Anyway, even when OpenVR.IsInputAvailable return true and CVRSystem.GetControllerState(trackerIndex) return true, my tracker stay 'buttonless'. But only the input doesn't work, the tracker is correctly tracked in space... It is driving me mad. Link to comment Share on other sites More sharing options...
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