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New Participant
June 19, 2018

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

New Participant
June 20, 2018
Hi Bruce, 
the same problem here. I can't read the buttons anymore. The only thing that still works is "inputState.Touches". It shows what button is touched, but is super sensitive to touch.  
bknothAuthor
New Participant
June 21, 2018
Luckily, we had a computer that had not auto-upgraded. We copied the Oculus program files folders from that machine (1.26) to a machine that had auto-upgraded to 1.27 and the latter machine worked again. We had a critical demo to pull off and that was our work-around.
bknothAuthor
New Participant
June 21, 2018
Please post if it does resolve the problem. I'm not well-versed in Oculus development and I'd appreciate knowing if this problem's been solved. Thanks.
Inspiring
June 21, 2018



Others who have been developing for Oculus devices- has this been a common occurrence in the past? Automated updates breaking your production environment? Definitely makes me hesitant to continue supporting this platform if it isn't going to be reliable. 


Big time, we've had several important demo's derailed because of a last minute update forced on us.
When things work it's great but the uncertainty of when an update hits and what it might break is a big problem
mousebear
Honored Contributor
June 21, 2018
Hello everyone,

Our engineers are aware of the problem and are currently looking into a solution.

In the meantime, a workround is to press the Oculus button to enter the Universal Menu, then press it again to return to the game. The buttons should work then.
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
kojack
Honored Contributor
June 25, 2018
Just thought I'd join in, the same issue has stopped my AutoOculusTouch project from working. It uses ovrInit_Invisible as it's intended to run without the headset worn at all. But all button and trigger values are zero unless rendering is performed and the headset is being worn. Wearing (or triggering the sensor) without rendering or rendering without wearing both result in input stopping (tracking continues to work though).


Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
Participant
July 11, 2018
I work with Bruce who initiated this thread.  We have just built two new rigs with fresh software installs.  I attempted the workaround posted by NinjaGaijin, without success.  I have copied the non-updated Program Files/Oculus directory from a working system, and turned off automatic updates, but this solution will not work with our customers.  Please @NinjaGaijin, this has been an issue since June 19. 
September 5, 2018
Any news on a fix for this problem?
September 5, 2018

I am running SDK V1.29 and that problem is still there.

My application has 2 VR modes, when I switch modes, I first get out of VR and get back in with a new ovr_Initialize and a new session (ovr_Create).  To get the ovr_GetInputState to work again in the new session, just having the headset on is not enough. You then need to remove the headset and put it back on again!  This make for awkward demos when I want to show both modes to a client...

The Oculus button work around does work, but after all, it is a work around...  A real solution would be better.


Participant
October 8, 2018
@imperativity We are preparing a build for a customer to be delivered later this week.  Has there been any progress on enabling successful reads of the Touch trigger state from the SDK?  I have been unable to update any of our development systems since June, and we are still running 1.26 which is the last system that worked.  How is it that many systems (like UE4) are able to read the triggers, but the SDK can't?