Forum Discussion
bknoth
7 years agoExplorer
Issue with version 1.27 and SDK v1.26
Our systems auto-updated to version 1.27 last night. Calls to ovr_GetInputState() now produce values for m_inputState.IndexTrigger[0] that are always 0 no matter how the trigger is positioned. We're using version 1.26 for the SDK (I haven't seen a newer version). Has anyone else seen this problem?
Thanks,
Bruce
21 Replies
- Dietrick89Honored GuestDocker provides an API for interacting with the Docker daemon (called the Docker Engine API), as well as SDKs for Go and Python. The SDKs allow you to build and scale Docker apps and solutions quickly and easily. If Go or Python don’t work for you, you can use the Docker Engine API directly.
- STFSTFExplorerHi, I just found this thread https://forums.oculusvr.com/developer/discussion/33329/has-oculus-removed-the-ability-to-run-c-console-exes
There is a comment to initialize the ovr with the "Invisible" flag which I just tried:ovrInitParams initParams = { ovrInit_RequestVersion + ovrInit_Invisible, OVR_MINOR_VERSION, NULL, 0, 0 };ovrResult result = ovr_Initialize(&initParams);
With this intitialization, the InputState structure (which contains all the buttons and trigger states) gets updated without any rendering. Maybe this helps you too.
Stefan - STFSTFExplorerSince I had used the controllers for emulating joysticks via FreePIE and vJoy before, I would like to have this functionality back to get the inputstate without rendering anything.
- Anonymous@imperativityCould you tell me when the issue will be fixed? We have to reply to our customer. They wait for long time.
- Anonymous@imperativity
We have a important customer bothered by this. They don't believe Oculus makes this kind of serious mistake and can't fix it for long time. We have to fix it ASAP. If Unity works well in this version, I believe there are some workarounds we can use to avoid this issue. Could you provide it? - zakk102Honored Guest@imperativityThank you!! looking forward to it.
- zakk102Honored Guest@imperativityCan you provide any work around? The Unity version SDK works, so there must be a way to get the right value. Maybe it's not that clean code. Can you provide to us?
- CloudhopperHonored Guest@imperativity
@NinjaGaijin
The t.Controllers sample stops updating the trigger unless the function "API.ovr_CommitTextureSwapChain.Ptr" in file OVR_CAPIShim.c is called. In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application. This worked fine up until 1.27. - CloudhopperHonored Guest@imperativity
@NinjaGaijin
The t.Controllers sample stops updating the trigger unless the function "API.ovr_CommitTextureSwapChain.Ptr" in file OVR_CAPIShim.c is called. In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application. This worked fine up until 1.27. - CloudhopperHonored Guest@imperativity
@NinjaGaijin
The Sample software provided with the SDK "t.Controllers" illustrates reading buttons from the touch. I have modified this code to read the IndexTrigger, and it works. There are many examples (all of them) of applications that are able to utilize the trigger., yet this issue, if fundamental, would be a blocker for all applications utilizing the Touch controllers. The workaround of pressing the menu button twice does nothing to correct the errant behavior in our application. Why is this not shown as a know bug in the current SDK release? Is it really just a handful of folks that use the SDK interface to access the hardware? How does Unity or UE4 get the correct value?
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