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kojack's avatar
7 years ago

ovr_SetControllerVibration appears to do nothing?

I've been unable to get ovr_SetControllerVibration to cause any vibration to occur. I first tried last year, but it wasn't working so I put it off (until now, I'm back on it).
I'm currently using the 1.26 c++ sdk.

Calling ovr_SetControllerVibration(hmd, ovrControllerType_RTouch, 1.0f, 1.0f)  should be a 320Hz vibration, but nothing happens. The call returns success.

I can do vibration correctly using ovr_SubmitControllerVibration, so my touch controllers are working.
Is there something extra ovr_SetControllerVibration needs to work that ovr_SubmitControllerVibration doesn't need?








3 Replies

  • No, it is one of that ages old broken things in the API that Oculus never cares about because their focused Unity developers don't recognize. I gave up on trying to submit numerous bugs here, whenever I can program a workaround. That is way easier than reaching somebody at Oculus who cares. Just use ovr_SubmitControllerVibration as a workaround, I did it too...
  • Hehe, I searched for it on here, but I searched for the full name "ovr_SetControllerVibration" and the only post found was somebody 2 years ago wanting to use it with an xbox controller (he couldn't get it to work, was that because it doesn't support xbox vibration or because the function was broken even back in runtime 1.3?).
    I see there's much more hits when the ovr_ is cut off the front. :)

    I've got ovr_SubmitControllerVibration working now with a polled queue refreshing system sending off little 24 byte buffers when the queue gets low. More code than the single function call would have been.
    (24 bytes because it evenly fits the pattern needed for 320hz, 160hz, 106.66hz and 80hz and is close to the 20 byte size the runtime recommends)