Forum Discussion
TheStonefox
9 years agoProtege
Incorrect version of Oculus Runtime being reported meaning GetLocalControllerAngularVelocity is zero
I'm trying to use the `GetLocalControllerAngularVelocity` method on Oculus Utilities 1.12
But it's always reporting zero.
Further investigation shows that on line 788 of OVRPlugin it is checking to see if the runtime version is at least the same as 1.12
This never gets called as outputting version shows it as `1.10.0` even though my Oculus Home shows the version as 1.12.0
Is this because Unity is defaulting to the built in version of Oculus Runtime which is still on an older version and therefore it's not working?
From looking at it Unity 5.4.4 is using the Oculus 1.10.0 runtime and Unity 5.5.2 is using the Oculus 1.11.0 Runtime
If this is the case then I can only assume `GetLocalControllerAngularVelocity` is never going to work in Unity 5.4 or 5.5.
Is this correct?
But it's always reporting zero.
Further investigation shows that on line 788 of OVRPlugin it is checking to see if the runtime version is at least the same as 1.12
if (version >= OVRP_1_12_0.version) return OVRP_1_12_0.ovrp_GetNodePoseState(stepId, nodeId).AngularVelocity;This never gets called as outputting version shows it as `1.10.0` even though my Oculus Home shows the version as 1.12.0
Is this because Unity is defaulting to the built in version of Oculus Runtime which is still on an older version and therefore it's not working?
From looking at it Unity 5.4.4 is using the Oculus 1.10.0 runtime and Unity 5.5.2 is using the Oculus 1.11.0 Runtime
If this is the case then I can only assume `GetLocalControllerAngularVelocity` is never going to work in Unity 5.4 or 5.5.
Is this correct?
3 Replies
Replies have been turned off for this discussion
- TheStonefoxProtegeSorry, didn't read the full notes:
https://forums.oculus.com/developer/discussion/50551/oculus-utilities-for-unity-5-version-1-12-0
Only 5.4.5 and 5.3.8 are currently supported by 1.12.0 - TheStonefoxProtegeI'm now using Unity 5.4.5 and the Controller Angular Velocity does not seem to be correct.
If i flick my wrist upwards, the object does not spin from bottom to top, but rather from left to right:
see here:
http://giphy.com/gifs/l0Iy5rntoJxgemljy
I can see that it's getting the vector3 and flipping the z. But I don't see why that would rotate around another axis?
Am I missing something? - TheStonefoxProtegeThis is an animation of the same throwing action using Oculus Utilities 1.11 and not using the OVRInput angular velocity calculations, but instead manually calculating them from the previous and current rotation information:
http://giphy.com/gifs/l0Iy6zipH7gDKutwY
This is how I would expect it to behave
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