Lawrence Wong
Lawrence Wong
We just released VIU v1.10.1. With [proper settings](https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/SteamVR-Input-System-Support) (actions and bindings), you should able to set tracker to any role (except Disabled) while getting their pogo-pin inputs.
I fixed haptics problem and pushed the latest commit d6223377f9b12cb8cafdd7dfb7bd4f15df84f899 Also add new input API: ``` csharp ViveInput.TriggerHapticVibrationEx( TRole role, float durationSeconds = 0.01f, float frequency = 85f, float amplitude...
I assumed that you worked on the teleport scene? In the ViveCurvePointers prefab, the curved pointer only enabled when trackpad button help down. This is controlled by ViveInputVirtualButton script, remove...
Thanks for the report, will look into it.
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...
Which version of Unity Editor and SteamVR plugin did you use? I haven't test in all version but 2017.3 with SteamVR plugin v1.2.3 seem working fine in both editor and...
Not sure if I reproduce your scene correctly... (Didn't have Vive Tracker around so I use controller instead) [Tracked Canvas Image](https://drive.google.com/file/d/1rf-riaD66Hw7Vc0MmsAKV0nVQWZQVySd/view) I run the build with [2017.3.1p3](https://unity3d.com/unity/qa/patch-releases/2017.3.1p3), but the tracking...