Nathanael Anderson
Nathanael Anderson
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...
With the Oculus SDK installed, and Rift selected as the controller to bind this error shows in the console: Oculus Rift CV1 TrackingReference:System.ArgumentException: An element with the same key already...
Unity 2018.2.0f2 (Oculus only supports versions below 2018.3 VIU 1.10.2 (Current) Oculus Integration 1.32.1 (Current) created a new project with all of the above, loaded example scene, tested with mixed...
I recently started testing for rift support, sometimes the rift controllers are identified as one device, and at other times they get identified as a different rift device. The issue...
I'm borrowing a rift from a friend to make some software updates, the 1st issue I ran into when I started testing, is the controller angle is vastly different of...
Previously we would read in with a command like: if (ViveInput.GetPressDown(viveRole, ControllerButton.AKey)){ // lets move } in steamvr 2.0+ we now define a move role  but how do we...
I'm seeing this error spamming when using a mixed reality headset. XRInputDeviceState: Failed to set the value at featureIndex [4].
I'm doing some testing using an optitrack system for tracking, but still want to use my vive pro for the image, and trackers for input, but am having a hard...
I'm working on building a controller that will experience known heavy vibration, and want to turn off reading input from the tracker for a fixed amount of time (in ms)...
Add position offset, and rotation offset to the gui, and saved in the config