Forum Discussion

scottstephan's avatar
scottstephan
Honored Guest
13 years ago

<RI.Hid> Device is not supported: Tracker DK (0003, 0x0005).

Recently when I've been trying to use Oculus in Unity, I get this error: <RI.Hid> Device is not supported: Tracker DK (0003, 0x0005).

From then on, Head Tracking works only sporadically. Does anyone know what this is or how to fix it?

7 Replies

  • What OS are you using?

    Can you elaborate what you mean by sporadically? So it go in and out of tracking while an app is still open? Do you just have to restart the app? Do you need to unplug and replug the USB cable?
  • I get this exact same message and symptoms too. During the program's execution, the camera stops moving (presumably because tracking stopped) it may sit there for 0.25 - 5.0 seconds, then the tracking picks back up with no latency. This happens frequently during the program's execution, to the point that head tracking is basically unusable. Sometimes after one of these pauses, it seems to be using new magnetic correction values or something to that effect, as the base position of my head will occasionally be rotated about the Y(up) axis some random number of degrees.

    Restarting the app and messing with the USB cable and where it's plugged in reduces the occurrence of the issue temporarily. The "<RI.Hid> Device not supported: Tracker DK (0003, 0x0005)" keeps showing up repeatedly in Unity's log during the program's execution (it may coincide with the interruptions in tracking, but I have yet explicitly verify their synchronicity).

    I have a USB repeater cable attached, but I'm going to remove it and see if the issue goes away. If that doesn't work I will play with the prediction time setting in Unity. And if that doesn't work, I'll re-install the OVR drivers and SDK. I also have a Razer Hydra hooked up, and I may even play with that to get this unbearable issue resolved.

    Looking for more definitive information in the meantime :)
  • Nothing is working. I removed the repeater cable. Updated the firmware and tried with SDK 2.5. Took my Oculus back over to the machine that it was working fine on before (the new machine had a brief stint of normal operation before the rift stopped working) but nothing has fixed the issue :(

    I haven't dropped the Rift, but perhaps it got to near to the Razer Hydra base, but if so only briefly during operation. Anyone have any experience like this?

    Btw, I used the Tuscany demo and just kept seeing "Sensor Attached" and "Sensor Detached" each time tracking went on/off, and it did this in all configurations, including the old sdk. In any case, I am now using a Rift that once the sensor is "attached" it can only look to the right and slightly up or down. Once I turn my head right, I can turn it back left, but once I go past the orientation I my head was when the sensor "attached" it "detaches" again. Once it "detaches" it's unknown how many seconds it will take, but sensor will "attach" and the orientation will drift to the new head position (i.e. the camera returns to the base "forward" position in the virtual world, and now even though my head is already turned left, I'm looking into the virtual world as if my head were looking straight) and then tracking will work seemingly normally and without latency until the issue described is repeated.

    It feels like my Rift suffered damage of some kind, but it just seems like I'd be able to find more information on these symptoms in the forums if it were so easy/common to reproduce. Anyone have any info to help me confirm/disprove my suspicions? That's all I'm looking for, if confirmed I'll seek out another Rift, but I want to know how to prevent it from happening again. :geek:
  • Annnnnnnd turns out the cord that attaches to the headset itself has become loose and finicky. Even though I can see no actual damage from outside, if I hold the cable in place the issue goes away. If I move the cable (without even moving the headset) tracking drops.

    I am curious how the video is still solid and only the wire that connects to the tracking sensor has become loose inside the casing. I'm guessing one has thicker shielding or a more durable connection inside the headset. Can any DIY'er's or Oculus Dev's confirm or deny this?

    Anyone using their Oculus: I recommend taping the wire to the headset somehow so the pressure is diverted from the connector. Do this in advance, and you can take if off when showing it to friends. I unfortunately have been doomed to shooting my progress vids with the wire duct taped to the front of the headset.

    Anyone searching this issue about tracking being intermittent and getting the <RI.Hid> Tracker DK error message can now try taping the wire into a position where the tracking is working. :?
  • I don't think its a Hardware problem. Its occuring for me also upon updating the Unity to 4.5.2 and Oculus SDK to 0.4.3.
    I think theres problem with the SDK only. Please Help. Cannot find any solution. My oculus Build crashes as soon as i open it.