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A toolkit that helps developing/prototyping VR apps.

Results 117 ViveInputUtility-Unity issues
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Currently VivePose.getVelocity for some reason only accepts hand role and device role, but for better flexibility and interconnection with body bindings it should also parse body role.

Unity 2019.1/Vive Input Utility/Oculus Integration 1.35/ Tracking, Button Functions well, but Haptic does not work at all. ``` Device connected with duplicate serialNumber: Rift_CV1 Controller index:2(1) UnityEngine.Debug:LogError(Object) HTC.UnityPlugin.VRModuleManagement.VRModule:ModuleConnectedDeviceChanged() (at Assets/VR/HTC.UnityPlugin/VRModule/VRModuleManager.cs:394)...

Left-Hand Controller does not appear to work in ControllerManager Sample Scene in HTC.UnityPlugin. I cannot get the teleport action to work in the ControllerManager Sample scene. When Vive Focus is...

Hello! Trying to build .apk on HTC Vive Focus and everything is fine except the fact that it doesn't print logs from Debug.Log() function.

wontfix

When i assign at runtime the BasicGrabbable to a object I cannot change the default grab button. I noticed that if i keep the trigger button (default) i can grab...

There is a lot of undocumented and uncommented methods in vive.input and vive .pose api, although most of them are pretty easy to understand there are some of them that...

In the new Input system of vive 2.0 , i couldnt get the haptic working. I have used the hapticAction.Execute() to trigger haptic but no help. Any reference or suggestions...

With VIU and SteamVR 2.0 how do we: 1 - change the active action set 2 - match names of Vive input utility custom action binding names to SteamVR input...

I'm not able to bind to the Oculus Touch Grip. The Axis I'm using (CapSenseGrip) show no values, and the Press only triggers once pressed for a certain amount of...