Lawrence Wong
Lawrence Wong
Do you mean the default fallback model? or the SDK render model?
After some testing, I assume this is a bug from OpenXR Plugin, the odd tracking pose for Oculus controller is what OpenXR returns. From Unity XR interface, OpenXR actually provides...
Thanks for the report! Wave VR team have known the issue and are working on that. Seems like Wave VR has a render issue with Unity 2018.1 causes black-out/flickering when...
If remapping doesn't work, I think maybe by creating new WebVRModule.
Could you describe more detail? Did you mean device offset?
Hi, Thanks for the feedback, we just released v1.14.2 and fix "PoseControl" issue, it is caused by the two types that share same InputControlLayout - UnityEngine.InputSystem.XR.PoseControl - UnityEngine.XR.OpenXR.Input.PoseControl About LegacyInput...
On Oculus platform, camera tracking is controlled by Unity XR engine, but you to disable manually by using [XRDevice.DisableAutoXRCameraTracking](https://docs.unity3d.com/ScriptReference/XR.XRDevice.DisableAutoXRCameraTracking.html) API in script.
The controller rotation is get from UnityEngine.XR, VIU doesn't change it. But OpenVR+OculusTouch does "correct" them. (Though I don't think there is a "correct" controller pose) Any suggestion about this...
VivePose.HasTrackingEx(TrackerRole.Tracker1)
How about adding override material?