nocanwin Posted March 25, 2021 Share Posted March 25, 2021 Is this supported? I tried a while back in Unity and didn't have any luck getting it to work. I spoke to Unity about it and they said I should talk to Valve. I talked to Valve and they said I should talk to Vive, so here I am. @Dario Link to comment Share on other sites More sharing options...
dario Posted March 26, 2021 Share Posted March 26, 2021 We worked with Valve to get pogo pin working for any number of trackers (not just as hand L/R) - I have a Unity project I can share to demonstrate this. If you're asking about in OpenXR - we're working on a vendor extension currently and hope we can complete it soon. Link to comment Share on other sites More sharing options...
nocanwin Posted March 26, 2021 Author Share Posted March 26, 2021 (edited) Sorry, I should've been more clear. I meant Unity's new OpenXR Plugin. I'm glad you're working on support! I've got inputs from multiple non-handed trackers working in both Unity's Legacy and XR Plug-in system. Nice to see Valve finally added input to the bindings menu for non handed trackers. I'd say that means no more hand editing of binding files, but what gets spit can sometimes be a bit of a mess! 🙂 Edited March 26, 2021 by nocanwin Link to comment Share on other sites More sharing options...
Rene_at_Melcher Posted July 13, 2021 Share Posted July 13, 2021 On 3/25/2021 at 10:44 PM, Dario said: We worked with Valve to get pogo pin working for any number of trackers (not just as hand L/R) - I have a Unity project I can share to demonstrate this. If you're asking about in OpenXR - we're working on a vendor extension currently and hope we can complete it soon. I wouldn't mind seeing that unity project if you dont mind. Is there a ballpark eta on the tracker extension for openXR? For our own timelines, we would like to know if we need to develop with alternatives to openXR. Just for my own understanding, the way to currently use puck trackers with unity's XR interaction toolkit is to use the steam VR plugin for unity. Is this doable alongside openXR and action-based input? I think we would have to set active input handling to "both" for our project, correct? Thanks for the help Link to comment Share on other sites More sharing options...
ms82119 Posted August 25, 2021 Share Posted August 25, 2021 I am also very interested in when trackers (Vive Tracker 1.0 specifically) will be tracked via OpenXR. I am using it in unity 2020.3 but it seems that it's not supported yet. Until support is available what other options do I have? Can I use OpenVR for the headset and controller tracking, and use SteamVR at the same time to track the tracker? Or is only one API allowed at a time? Link to comment Share on other sites More sharing options...
HackPerception Posted August 26, 2021 Share Posted August 26, 2021 @ms82119 & @nocanwin OpenXR is still extremely early days, especially at the engine level. We're still working with Valve & Kronos to get the trackers added as a supported device type into SteamVR's OpenXR integration, but there may also be additional integration work required by Unity/Epic downstream. Since this something we inherently have to collaborate with Valve/Kronos with, we don't have timelines to share. The work is ongoing and this is certainly high on our priority list. Link to comment Share on other sites More sharing options...
DanFitz7 Posted January 11, 2022 Share Posted January 11, 2022 I'm also trying to use Vive trackers with OpenXR in the most recent possible version of Unity. Can someone point me to a minimal example of getting a tracker (2018) tracking in a Unity scene (even without input from the pogo pins)?@Dario Link to comment Share on other sites More sharing options...
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