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Vive Cosmos Controller OpenXR Feature for Unity


Dario
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  • 2 weeks later...

Hello, I have these packages installed as described.

I am trying to do 

 InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);

To obtain an InputDevice for each. It doesn't detect them. They come back with no name and the IsValid property set to false. The application keeps refreshing these anytime new devices are connected via the following event:

InputDevices.deviceConnected += UpdateDevices;

So far this strategy works for other devices we tried. We use this to detect which device is being used (to show the appropriate button prompts). We also use it to detect connectivity to inform the user they need to connect controllers.

Am I missing something in order to get this working? I don't really wanna have to use separate APIs. The whole reason we wanna use OpenXR is one API for all.

 

Thanks

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  • 2 weeks later...
On 6/1/2021 at 12:41 PM, Monarch Studio said:

As of OpenXR version 1.2.0, the vive cosmos profile can no longer be added to the interaction profiles. It appears in the list to add (new UI) but doesn't actually add to the "Interaction profiles" list.

It's there and moreover 1.2.2 is working - mke sure you don't move location of the tar ball....

 

xrpluginmgnt-openxr.thumb.PNG.7c159e8d88e0610f683b30a26388b7a8.PNG

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On 6/3/2021 at 8:04 AM, Monarch Studio said:

OpenXR 1.2.2 is now out and verified.

And it's also working fine - I think what's tripping people up is a Unity bug:

InputSystemPackage.thumb.png.75d08bc5390f359add647ef17ec2c474.png

Also it's "verified" in 2020.3.11 and not .10 and it forces you to come off of the verified version of Input System with no way to go back - so I wouldn't call it "verified" 


 

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