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CrazyPandaBear
5 years agoHonored Guest
OVRInput Haptics - Frequency changes not working
Hi! I've been experimenting with OVRInput Haptics as described in the documentation. I activate haptics with:
But whenever I change the value of the frequency, it doesn't affect the haptics, even with frequency set to 1 and amplitude to 0. If I set amplitude to eg. 0.5 and then change frequency in steps of 0.01 all the way to 1, no changes in haptics are noticed, that is the vibrations are exactly the same all the way through.
Is this how it's supposed to be or am I doing something wrong?
// starts vibration on the right Touch controllerThe first value represents frequency and the second the amplitude, both with max values of 1.
OVRInput.SetControllerVibration(1, 1, OVRInput.Controller.RTouch)
But whenever I change the value of the frequency, it doesn't affect the haptics, even with frequency set to 1 and amplitude to 0. If I set amplitude to eg. 0.5 and then change frequency in steps of 0.01 all the way to 1, no changes in haptics are noticed, that is the vibrations are exactly the same all the way through.
Is this how it's supposed to be or am I doing something wrong?
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- MattE7Honored GuestI recently had to change from the old OVRHapticsClip to the newer SetControllerVibration() like you're doing do to a crash on the first playthrough after a clean install. I noticed the same thing, so I don't think it's just you. The docs seemed pretty light on a description here too. Any clarification from Oculus would be appreciated.
[Unity 2018.4.26f1, Oculus Integration 20.0, Quest/Quest2] - sterilExplorer
I faced the same issue and realized I had turned off vibrations altogether in the device settings.
Go to Settings > Devices > Controllers and turn up the Vibration Intensity. If it's set to the lowest value on the slider, it is practically turned off.
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