ChengNan Yang
ChengNan Yang
@RubyYuukoShionji Did you import latest VIU and SteamVR Unity Plugin (including OpenVR Desktop or OpenVR XR Plugin)? What's your Unity Editor version? On the wiki's Step 2,  Did you...
@unoctium1 What is your testing environment setup? Which Oculus Integration version did you import/install? Or this is only install Oculus XR Plugin? And this solution is only for Oculus Quest?...
@unoctium1 I tested your solution, and I found out that there is default render model(VIVE controller), but there is no input. Are you also getting the same result? Or from...
@unoctium1   On my side, it reads as Oculus_Link_Quest_2 when I plug in Oculus Quest. Anyway, this issue will be fixed in next update (NOT v1.13.1). Thanks for using...
@unoctium1 I think I know the root cause to the VIU_OCULUSVR_AVATARS is not listed in the defined symbol field. Please try this [batch file](https://github.com/ViveSoftware/ViveInputUtility-Unity/blob/develop/DeleteAllAsmdef.bat) to remove the asmdef files in...
@unoctium1 By default, VIU_OCULUSVR_AVATARS should be added to defined symbol field. If it wasn’t added, then there must be something wrong with VIU. If you try using the batch file,...
@unoctium1 Those projects don’t have Oculus avatars folder imported is because you manually remove it? How can I make my project import Oculus Integration without Oculus avatars folder? Just uncheck...
Replied in [VIVE forum](https://forum.vive.com/forums/topic/6541-viu-not-working-on-user-defined-binding/page/2/)
@wojiuxuihuan ViveInput.cs does provide following APIs, ViveInput.GetPress ViveInput.GetPressDown ViveInput.GetPressUp For example, ViveInput.GetPress(role, ControllerButton.Trigger);
Just curious, how you can fire KeyCode such as KeyCode.Escape or KeyCode.JoystickButton0 in Android?