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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
October 19, 2018
@imperativity

This bug is very critical to our application. Do you have any schedule to fix this bug?
Participant
November 7, 2018
@imperativity
@NinjaGaijin

The Sample software provided with the SDK "t.Controllers"  illustrates reading buttons from the touch.  I have modified this code to read the IndexTrigger, and it works.  There are many examples (all of them) of applications that are able to utilize the trigger., yet this issue, if fundamental, would be a blocker for all applications utilizing the Touch controllers.  The workaround of pressing the menu button twice does nothing to correct the errant behavior in our application.  Why is this not shown as a know bug in the current SDK release?  Is it really just a handful of folks that use the SDK interface to access the hardware?  How does Unity or UE4 get the correct value?

Participant
November 9, 2018
@imperativity
@NinjaGaijin

The t.Controllers sample stops updating the trigger unless the function  "API.ovr_CommitTextureSwapChain.Ptr"  in file OVR_CAPIShim.c  is called.  In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application.  This worked fine up until 1.27.
Participant
November 9, 2018
@imperativity
@NinjaGaijin

The t.Controllers sample stops updating the trigger unless the function  "API.ovr_CommitTextureSwapChain.Ptr"  in file OVR_CAPIShim.c  is called.  In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application.  This worked fine up until 1.27.
New Participant
November 15, 2018
@imperativity

Can you provide any work around? The Unity version SDK works, so there must be a way to get the right value. Maybe it's not that clean code. Can you provide to us?


New Participant
November 16, 2018
@imperativity

Thank you!! looking forward to it.

November 20, 2018
@imperativity
We have a important customer bothered by this. They don't believe Oculus makes this kind of serious mistake and can't fix it for long time. We have to fix it ASAP. If Unity works well in this version, I believe there are some workarounds we can use to avoid this issue. Could you provide it?
November 21, 2018
@imperativity
Could you tell me when the issue will be fixed? We have to reply to our customer. They wait for long time.

Participant
December 1, 2018
Since I had used the controllers for emulating joysticks via FreePIE and vJoy before, I would like to have this functionality back to get the inputstate without rendering anything.
Participant
December 1, 2018
Hi, I just found this thread https://forums.oculusvr.com/developer/discussion/33329/has-oculus-removed-the-ability-to-run-c-console-exes

There is a comment to initialize the ovr with the "Invisible" flag which I just tried:
ovrInitParams initParams = { ovrInit_RequestVersion + ovrInit_Invisible, OVR_MINOR_VERSION, NULL, 0, 0 };
ovrResult result = ovr_Initialize(&initParams);

With this intitialization, the InputState structure (which contains all the buttons and trigger states) gets updated without any rendering. Maybe this helps you too.

Stefan