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Wave SDK 3.1.1 Unity not receiving correct controller InputIds with Focus Plus


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I have implemented a basic scene for head and controller tracking for the Vive Focus Plus.

For the controllers I have created 2 gameobjects and attached the WaveVR_DevicePoseTracker and WaveVR_ControllerPoseTracker scripts.

I have added the WaveVR_ButtonList Scripts to antoher game object and registered the trigger and grip buttons for both controllers.

When I try to get information about button presses with this script:


public class WaveVR_ControllerDebug : MonoBehaviour
    public List<string> states;
    private WaveVR_Controller.Device controllerLeft;
    private WaveVR_Controller.Device controllerRight;
    // Start is called before the first frame update
    void Start()
        controllerLeft = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.NonDominant);
        controllerRight = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.Dominant);

    // Update is called once per frame
    void Update()
        foreach(WaveVR_ButtonList.EButtons button in Enum.GetValues(typeof(WVR_InputId))) {
            states.Add(button + " " + controllerRight.GetPress(button));
            states.Add(button + " " + controllerLeft.GetPress(button));


it will show all button presses as type Unavailable (0) when running direct preview.



It also shows InputId as 0 for all button presses in the log.

Am I missing scripts to make this work? Or is there a more reliable way to grab controller presses? I need to keep the controller integration as simple and minimal as possible.


@Tony PH Lin @Cotta

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I manage to get the Touchpad by doing this :










doesn't seems to work.


@Tony PH Lin @Cotta

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  • 2 weeks later...

Hi @csca, @Fangh,

Sorry for late reply.

Since we refine button event architectures separated into prefab WaveVRButtons from SDK 3.0.

Please revisit below page to get more detail descriptions how to get the button event.





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