Forum Discussion
Anonymous
8 years agoWhen I set Time.timeScale to 0, the Oculus touch controllers are not tracking.
To pause my game, I am setting Time.timeScale to 0 in Unity3d.
When I do that, headset is being tracked but controllers are not moving. The touch controllers are getting struck the moment the timeScale becomes zero. When timeScale is reset to 1, the touch controllers are again getting tracked and are moving.
I didn't face this problem with the earlier version. In the new 1.11 update, I am facing this issue.
Can anyone provide me a solution for it ?
When I do that, headset is being tracked but controllers are not moving. The touch controllers are getting struck the moment the timeScale becomes zero. When timeScale is reset to 1, the touch controllers are again getting tracked and are moving.
I didn't face this problem with the earlier version. In the new 1.11 update, I am facing this issue.
Can anyone provide me a solution for it ?
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- cyberealityGrand ChampionMoving to the Unity developer forum.
- BreachgateHonored GuestAny updates on this? Working on a VR project which sets the Time.timeScale to 0 to pause the game.
EDIT: Looks like it is due to if Time.timeScale is set to 0, FixedUpdate will not be called (Unity thing) and this causes the OVRCameraRig to never update the anchors because that happens in the FixedUpdate function. - BreachgateHonored GuestThanks. What I ended up doing was making the OVRCameraRig:UpdateAnchors function public and calling it from another script's update when Time.timeScale was set to 0.
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