ericvids Posted December 4, 2020 Share Posted December 4, 2020 I have recently upgraded to Unity 2019.4.16f1 and Vive Hand Tracking SDK 0.9.4. I noticed that the hand tracking has stopped initializing properly, even on the prepackaged demo scenes. From a blank Unity project, I did a fresh import of the hand tracking SDK, and turned on VR support and the OpenVR SDK in Player Settings, then I ran the UISample scene from the SDK's samples. Unfortunately, no hands get shown, and the editor log does not show any problems. Quote OpenVR initialized! (Filename: C:\buildslave\unity\build\Modules/VR/OpenVR/OpenVR.cpp Line: 839) Created eye textures with a "separate" layout. The "multi-pass" stereo mode will be used. [VRDevice] Successfully created device OpenVR. Reloading assemblies for play mode. Begin MonoManager ReloadAssembly Native extension for iOS target not found Native extension for Android target not found Native extension for WindowsStandalone target not found Refreshing native plugins compatible for Editor in 0.58 ms, found 3 plugins. Preloading 0 native plugins for Editor in 0.00 ms. [MODES] Loading mode Default (0) for mode-current-id-amdg3 Mono: successfully reloaded assembly - Completed reload, in 1.652 seconds Platform modules already initialized, skipping Loaded scene 'Temp/__Backupscenes/0.backup' Deserialize: 9.539 ms Integration: 54.287 ms Integration of assets: 0.007 ms Thread Wait Time: 18.192 ms Total Operation Time: 82.025 ms Using OpenCL device: Intel(R) OpenCL Intel(R) HD Graphics 630 OpenCL C 2.0 Selected ViveHandTrackingEngine UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ViveHandTracking.<Start>d__31:MoveNext() (at Assets\ViveHandTracking\Scripts\GestureProvider.cs:147) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Assets/ViveHandTracking/Scripts/GestureProvider.cs Line: 147) Unloading 7 Unused Serialized files (Serialized files now loaded: 0) Loaded scene 'Temp/__Backupscenes/0.backup' Deserialize: 10.637 ms Integration: 31.868 ms Integration of assets: 0.008 ms Thread Wait Time: 17.707 ms Total Operation Time: 60.219 ms System memory in use before: 110.7 MB. System memory in use after: 110.9 MB. Unloading 239 unused Assets to reduce memory usage. Loaded Objects now: 2960. Total: 9.091400 ms (FindLiveObjects: 0.307200 ms CreateObjectMapping: 0.057100 ms MarkObjects: 8.529400 ms DeleteObjects: 0.197100 ms) OpenVR Shutdown (Filename: C:\buildslave\unity\build\Modules/VR/OpenVR/OpenVR.cpp Line: 1533) I have verified that I am getting camera input by using a Vive controller to go to the Steam settings menu and verifying the camera feed. Now here's the quirky part: Occasionally, when I press Home on the Vive controller, the hand suddenly gets initialized and the rest of the scene actually runs okay. This has happened VERY few times however, and I have been unable to track a log file of when this happened. I have also noticed that whenever the plugin is not initializing, OpenVR shutdown is taking longer than expected. I suspect that it is waiting for unfinished calls to the Hand Tracking DLL. I tried this with both SteamVR regular version 1.15.12 and SteamVR beta 1.15.13. Link to comment Share on other sites More sharing options...
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