AlGolden Posted February 8, 2021 Share Posted February 8, 2021 On Oculus (tested on Quest 2 and Rift) if you hold a GameObject in hand with Grab and controller with GameObject is out of sight of tracking cameras - you lost the GameObject - Grab releases it. It's ok with Vive Focus Plus. I beleive it's because it uses other tracking principle and controller's tracking always working. Please recommend any possibility to fix this bug. @chengnay Link to comment Share on other sites More sharing options...
HackPerception Posted February 9, 2021 Share Posted February 9, 2021 @AlGolden So if you loose tracking momentarily, whatever you were holding drops? Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted February 10, 2021 Share Posted February 10, 2021 @AlGolden Please provide the versions for Unity Editor, Oculus Integration Unity SDK, VIU, and any other plugins such as Oculus XR Plugin? Link to comment Share on other sites More sharing options...
Alex798 Posted February 10, 2021 Share Posted February 10, 2021 @HackPerception not only dropping- every pressed button unpresses- send signals to any corresponding HTC.UnityPlugin.ColliderEvent... Link to comment Share on other sites More sharing options...
Alex798 Posted February 10, 2021 Share Posted February 10, 2021 8 hours ago, chengnay said: @AlGolden Please provide the versions for Unity Editor, Oculus Integration Unity SDK, VIU, and any other plugins such as Oculus XR Plugin? Have this problem on Unity 2019.4.8f1, no Oculus Integration, VIU 1.12.0.0, Vive Wave XR Plugin 1.0.1, Oculus XR Plugin 1.6.1 and XR Plugin Management 3.2.16 Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted February 15, 2021 Share Posted February 15, 2021 @Alex798 Could you try the VIU's example scene(ColliderEvent), whether you can reproduce the issue? I just tried using Oculus Rift on ColliderEvent scene, and the object didn't release when my controller is out of sight. Please try grabbing the non-sticky cube in ColliderEvent scene, thanks! If you couldn't reproduce the issue in ColliderEvent scene, then I might need you to provide a sample project that can reproduce the issue for reference. If you can reproduce the issue in ColliderEvent scene, I might also need you to provide the current project for further investigation. Link to comment Share on other sites More sharing options...
Alex798 Posted February 16, 2021 Share Posted February 16, 2021 On 2/15/2021 at 9:21 AM, chengnay said: @Alex798 Could you try the VIU's example scene(ColliderEvent), whether you can reproduce the issue? I just tried using Oculus Rift on ColliderEvent scene, and the object didn't release when my controller is out of sight. Please try grabbing the non-sticky cube in ColliderEvent scene, thanks! If you couldn't reproduce the issue in ColliderEvent scene, then I might need you to provide a sample project that can reproduce the issue for reference. If you can reproduce the issue in ColliderEvent scene, I might also need you to provide the current project for further investigation. Hello, naturally i wrote After checking sample scene- In case of Rift, controllers should be not out of Your(helmet) sight, but out of rift's tracking camera(those stand-like devices) sight... Did U mean this?- because as soon as my controller is under my deck it loses grabbables... Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted February 18, 2021 Share Posted February 18, 2021 @Alex798 I managed to reproduce the issue. For temporary solution, please import the Oculus Integration(Unity Asset Store) to your project to fix this issue. Sorry for the inconvenience. Link to comment Share on other sites More sharing options...
Alex798 Posted February 18, 2021 Share Posted February 18, 2021 7 hours ago, chengnay said: @Alex798 I managed to reproduce the issue. For temporary solution, please import the Oculus Integration(Unity Asset Store) to your project to fix this issue. Sorry for the inconvenience. Good to hear that it is not our project's settings fault 🙂 Are U sure that Integration fixes it? Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted February 18, 2021 Share Posted February 18, 2021 @Alex798 Yes, by using Oculus Integration, that issue is not present. Please let me know if you still having issue. And, we will need time to find the root cause and fix it. Link to comment Share on other sites More sharing options...
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